210 research outputs found

    Single-picture reconstruction and rendering of trees for plausible vegetation synthesis

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    State-of-the-art approaches for tree reconstruction either put limiting constraints on the input side (requiring multiple photographs, a scanned point cloud or intensive user input) or provide a representation only suitable for front views of the tree. In this paper we present a complete pipeline for synthesizing and rendering detailed trees from a single photograph with minimal user effort. Since the overall shape and appearance of each tree is recovered from a single photograph of the tree crown, artists can benefit from georeferenced images to populate landscapes with native tree species. A key element of our approach is a compact representation of dense tree crowns through a radial distance map. Our first contribution is an automatic algorithm for generating such representations from a single exemplar image of a tree. We create a rough estimate of the crown shape by solving a thin-plate energy minimization problem, and then add detail through a simplified shape-from-shading approach. The use of seamless texture synthesis results in an image-based representation that can be rendered from arbitrary view directions at different levels of detail. Distant trees benefit from an output-sensitive algorithm inspired on relief mapping. For close-up trees we use a billboard cloud where leaflets are distributed inside the crown shape through a space colonization algorithm. In both cases our representation ensures efficient preservation of the crown shape. Major benefits of our approach include: it recovers the overall shape from a single tree image, involves no tree modeling knowledge and minimal authoring effort, and the associated image-based representation is easy to compress and thus suitable for network streaming.Peer ReviewedPostprint (author's final draft

    High-quality tree structures modelling using local convolution surface approximation

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    In this paper, we propose a local convolution surface approximation approach for quickly modelling tree structures with pleasing visual effect. Using our proposed local convolution surface approximation, we present a tree modelling scheme to create the structure of a tree with a single high-quality quad-only mesh. Through combining the strengths of the convolution surfaces, subdivision surfaces and GPU, our tree modelling approach achieves high efficiency and good mesh quality. With our method, we first extract the line skeletons of given tree models by contracting the meshes with the Laplace operator. Then we approximate the original tree mesh with a convolution surface based on the extracted skeletons. Next, we tessellate the tree trunks represented by convolution surfaces into quad-only subdivision surfaces with good edge flow along the skeletal directions. We implement the most time-consuming subdivision and convolution approximation on the GPU with CUDA, and demonstrate applications of our proposed approach in branch editing and tree composition

    Matisse : Painting 2D regions for Modeling Free-Form Shapes

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    International audienceThis paper presents "Matisse", an interactive modeling system aimed at providing the public with a very easy way to design free-form 3D shapes. The user progressively creates a model by painting 2D regions of arbitrary topology while freely changing the view-point and zoom factor. Each region is converted into a 3D shape, using a variant of implicit modeling that fits convolution surfaces to regions with no need of any optimization step. We use intuitive, automatic ways of inferring the thickness and position in depth of each implicit primitive, enabling the user to concentrate only on shape design. When he or she paints partly on top of an existing primitive, the shapes are blended in a local region around the intersection, avoiding some of the well known unwanted blending artifacts of implicit surfaces. The locality of the blend depends on the size of smallest feature, enabling the user to enhance large, smooth primitives with smaller details without blurring the latter away. As the results show, our system enables any unprepared user to create 3D geometry in a very intuitive way

    Spatial Reconstruction of Biological Trees from Point Cloud

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    Trees are complex systems in nature whose topology and geometry ar

    Modeling and generating moving trees from video

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    We present a probabilistic approach for the automatic production of tree models with convincing 3D appearance and motion. The only input is a video of a moving tree that provides us an initial dynamic tree model, which is used to generate new individual trees of the same type. Our approach combines global and local constraints to construct a dynamic 3D tree model from a 2D skeleton. Our modeling takes into account factors such as the shape of branches, the overall shape of the tree, and physically plausible motion. Furthermore, we provide a generative model that creates multiple trees in 3D, given a single example model. This means that users no longer have to make each tree individually, or specify rules to make new trees. Results with different species are presented and compared to both reference input data and state of the art alternatives

    TreeSketchNet: From Sketch To 3D Tree Parameters Generation

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    3D modeling of non-linear objects from stylized sketches is a challenge even for experts in Computer Graphics (CG). The extrapolation of objects parameters from a stylized sketch is a very complex and cumbersome task. In the present study, we propose a broker system that mediates between the modeler and the 3D modelling software and can transform a stylized sketch of a tree into a complete 3D model. The input sketches do not need to be accurate or detailed, and only need to represent a rudimentary outline of the tree that the modeler wishes to 3D-model. Our approach is based on a well-defined Deep Neural Network (DNN) architecture, we called TreeSketchNet (TSN), based on convolutions and able to generate Weber and Penn parameters that can be interpreted by the modelling software to generate a 3D model of a tree starting from a simple sketch. The training dataset consists of Synthetically-Generated \revision{(SG)} sketches that are associated with Weber-Penn parameters generated by a dedicated Blender modelling software add-on. The accuracy of the proposed method is demonstrated by testing the TSN with both synthetic and hand-made sketches. Finally, we provide a qualitative analysis of our results, by evaluating the coherence of the predicted parameters with several distinguishing features

    Image-based tree variations

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    The automatic generation of realistic vegetation closely reproducing the appearance of specific plant species is still a challenging topic in computer graphics. In this paper, we present a new approach to generate new tree models from a small collection of frontal RGBA images of trees. The new models are represented either as single billboards (suitable for still image generation in areas such as architecture rendering) or as billboard clouds (providing parallax effects in interactive applications). Key ingredients of our method include the synthesis of new contours through convex combinations of exemplar countours, the automatic segmentation into crown/trunk classes and the transfer of RGBA colour from the exemplar images to the synthetic target. We also describe a fully automatic approach to convert a single tree image into a billboard cloud by extracting superpixels and distributing them inside a silhouette-defined 3D volume. Our algorithm allows for the automatic generation of an arbitrary number of tree variations from minimal input, and thus provides a fast solution to add vegetation variety in outdoor scenes.Peer ReviewedPostprint (author's final draft
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