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Modeling and rendering of natural scenes with thousands of plants
poses a number of problems. The terrain must be modeled and plants
must be distributed throughout it in a realistic manner, reflecting the
interactions of plants with each other and with their environment.
Geometric models of individual plants, consistent with their positions
within the ecosystem, must be synthesized to populate the
scene. The scene, which may consist of billions of primitives, must
be rendered efficiently while incorporating the subtleties of lighting
in a natural environment.
We have developed a system built around a pipeline of tools that
address these tasks. The terrain is designed using an interactive
graphical editor. Plant distribution is determined by hand (as one
would do when designing a garden), by ecosystem simulation, or by
a combination of both techniques. Given parametrized procedural
models of individual plants, the geometric complexity of the scene is
reduced by approximate instancing, in which similar plants, groups
of plants, or plant organs are replaced by instances of representative
objects before the scene is rendered. The paper includes examples
of visually rich scenes synthesized using the system.
Overview
The overall goal of the Walkthrough Project is to create interactive computer graphics systems that enable a viewer to experience an architectural model by simulating a walk through of the model. Through the years the Walkthrough project has developed many different systems; with each it has been our goal to: a) drive existing dynamic graphics engines to the utmost, b) push forward the development of methods for tracking position and orientation, c) have users evaluate our systems frequently so that we can identify aspects of a system which most impair the illusion of real presence, and d) learn more about the behavior of people in simulations. Our long-term goal is to develop a personal, portable visualization system that will allow users to walk through and interact with models of meaningful complexity while receiving realistic visual, proprioceptive, and auditory feedback at interactive rates (>25 updates per second).
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