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Advanced Computer Graphics CS 563: Texture Lobes for Tree CS 563: Texture Lobes for Tree Modeling Rob Martin Computer Science Dept. Worcester Polytechnic Institute (WPI) I t Introduction d ti Trees are very common objects that


  1. Advanced Computer Graphics CS 563: “Texture ‐ Lobes for Tree CS 563: Texture Lobes for Tree Modeling” Rob Martin Computer Science Dept. Worcester Polytechnic Institute (WPI)

  2. I t Introduction d ti  Trees are very common objects that exhibit a large  Trees are very common objects that exhibit a large degree of complexity.  Branches twigs leaves etc  Branches, twigs, leaves, etc.  Necessary to recreate realistic scenes  Difficult to model in real time  Difficult to model in real time

  3. K Key Ideas Id  Break the representation of a tree down by  Break the representation of a tree down by creating abstractions for complex features  Lobe based representation  Lobe ‐ based representation  Use scans of trees from real ‐ life to collect data  Classify data sets to identify species Cl if d id if i  Use species information to set model parameters  Use the model to reconstruct the tree in real ‐ time

  4. O Overview i

  5. C Creating the representation ti th t ti  Pre processing stage  Pre ‐ processing stage – this is done in advance this is done in advance  Start with a point set  Scan or existing 3D model d l  Define skeletal structure  Define lobes

  6. Sk l t l St Skeletal Structure t  Connect neighboring points  Connect neighboring points  Assign weights to each edge (u,v)  Where edge weight = ||u – v || β || β h d h ||  High values of β create a more compact representation i  Also assign branch diameter to each node in the tree

  7. L b G Lobe Geometry t  After a certain point the distance between points  After a certain point, the distance between points exceeds branch diameter  Probability that these points belong to the same P b bilit th t th i t b l t th branch is low  From this point on, use the remaining tree to F thi i t th i i t t construct a lobe

  8. L b G Lobe Geometry, cont. t t  To control the size of the lobes introduce a new  To control the size of the lobes, introduce a new parameter, f s  Use α‐ Shapes (extension of convex hull) to create p ( ) the lobe surface

  9. R Reconstruction t ti  For each tree species include a premade set of  For each tree species, include a premade set of patches that contain docking positions and orientations orientations

  10. T Texturing Lobes t i L b

  11. Cl Classification ifi ti  Raw data is collected  Raw data is collected  Compute over 200 features for each input set  Height, density, location, etc. h d l  Also included geo. location (cheating?)  Use Joint Boost classifier l f  Results in a vector of probabilities for each tree type  Highest probability is the final classification

  12. Cl Classification Training Results ifi ti T i i R lt

  13. R Results lt

  14. R Results, cont. lt t  Xfrog models:  Xfrog models:  Approx. 60MB down to 60kB

  15. R Results, cont. lt t

  16. Recap

  17. C Conclusions l i  Method enables the display of many highly  Method enables the display of many highly complex tree structures in real ‐ time  Lobe ‐ based representation allows for efficient L b b d t ti ll f ffi i t storage and reconstruction  Some trees have foliage too dense to benefit S t h f li t d t b fit from point scanning (Pine trees)  Editing? Animation? di i ? i i ?

  18. References  Yotam Livny, Soeren Pirk, Zhanglin Cheng Feilong Yan, Oliver Deussen, Daniel Cohen ‐ Or, Baoquan Chen Texture Lobes for Tree Modelling Proceedings Chen. Texture ‐ Lobes for Tree Modelling. Proceedings of SIGGRAPH, 2011.  http://graphics uni ‐  http://graphics.uni ‐ konstanz.de/publikationen/2011/texturelobesfortre emodeling/website/ g/ /

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