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Interactive Large‐Scale Procedural Forest Construction and Visualization Based on Particle Flow Simulation

Interactive Large‐Scale Procedural Forest Construction and Visualization Based on Particle Flow... Interactive visualization of large forest scenes is challenging due to the large amount of geometric detail that needs to be generated and stored, particularly in scenarios with a moving observer such as forest walkthroughs or overflights. Here, we present a new method for large‐scale procedural forest generation and visualization at interactive rates. We propose a hybrid approach by combining geometry‐based and volumetric modelling techniques with gradually transitioning level of detail (LOD). Nearer trees are constructed using an extended particle flow algorithm, in which particle trails outline the tree ramification in an inverse direction, i.e. from the leaves towards the roots. Reduced geometric representation of a tree is obtained by subsampling the trails. For distant trees, a new volumetric rendering technique in pixel‐space is introduced, which avoids geometry formation altogether and enables visualization of vast forest areas with millions of unique trees. We demonstrate that a GPU‐based implementation of the proposed method provides interactive frame rates in forest overflight scenarios, where new trees are constructed and their LOD adjusted on the fly. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Computer Graphics Forum Wiley

Interactive Large‐Scale Procedural Forest Construction and Visualization Based on Particle Flow Simulation

Computer Graphics Forum , Volume 37 (1) – Jan 1, 2018

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References (54)

Publisher
Wiley
Copyright
© 2018 The Eurographics Association and John Wiley & Sons Ltd.
ISSN
0167-7055
eISSN
1467-8659
DOI
10.1111/cgf.13304
Publisher site
See Article on Publisher Site

Abstract

Interactive visualization of large forest scenes is challenging due to the large amount of geometric detail that needs to be generated and stored, particularly in scenarios with a moving observer such as forest walkthroughs or overflights. Here, we present a new method for large‐scale procedural forest generation and visualization at interactive rates. We propose a hybrid approach by combining geometry‐based and volumetric modelling techniques with gradually transitioning level of detail (LOD). Nearer trees are constructed using an extended particle flow algorithm, in which particle trails outline the tree ramification in an inverse direction, i.e. from the leaves towards the roots. Reduced geometric representation of a tree is obtained by subsampling the trails. For distant trees, a new volumetric rendering technique in pixel‐space is introduced, which avoids geometry formation altogether and enables visualization of vast forest areas with millions of unique trees. We demonstrate that a GPU‐based implementation of the proposed method provides interactive frame rates in forest overflight scenarios, where new trees are constructed and their LOD adjusted on the fly.

Journal

Computer Graphics ForumWiley

Published: Jan 1, 2018

Keywords: ; ; ; ;

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