19 research outputs found

    Volumetric Reconstruction and Interactive Rendering of Trees from Photographs

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    International audienceReconstructing and rendering trees is a challenging problem due to the geometric complexity involved, and the inherent difficulties of capture. In this paper we propose a volumetric approach to capture and render trees with relatively sparse foliage. Photographs of such trees typically have single pixels containing the blended projection of numerous leaves/branches and background. We show how we estimate opacity values on a recursive grid, based on alphamattes extracted from a small number of calibrated photographs of a tree. This data structure is then used to render billboards attached to the centers of the grid cells. Each billboard is assigned a set of view-dependent textures corresponding to each input view. These textures are generated by approximating coverage masks based on opacity and depth from the camera. Rendering is performed using a view-dependent texturing algorithm. The resulting volumetric tree structure has low polygon count, permitting interactive rendering of realistic 3D trees. We illustrate the implementation of our system on several different real trees, and show that we can insert the resulting model in virtual scenes

    Rendering of Wind Effects in 3D Landscape Scenes

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    AbstractVisualization of 3D landscape scenes is often used in architectural modeling systems, realistic simulators, computer virtual reality, and other applications. Wind is a common spread natural effect without which any scene would be unrealistic. Three algorithms for tree rendering under changeable wind parameters were developed. They have a minimal computational cost and simulate weak wind; mid-force wind, and storm wind. A 3D landscape scene is formed from a set of trees models that are generated from laser data and templates of L-systems. The user can tune the wind parameters and manipulate a modeling scene by using the designed software tool

    Three-dimensional reconstruction of plant shoots from multiple images using an active vision system

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    The reconstruction of 3D models of plant shoots is a challenging problem central to the emerging discipline of plant phenomics – the quantitative measurement of plant structure and function. Current approaches are, however, often limited by the use of static cameras. We propose an automated active phenotyping cell to reconstruct plant shoots from multiple images using a turntable capable of rotating 360 degrees and camera mounted robot arm. To overcome the problem of static camera positions we develop an algorithm capable of analysing the environment and determining viewpoints from which to capture initial images suitable for use by a structure from motion technique

    Three-Dimensional Modeling of Tea-Shoots Using Images and Models

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    In this paper, a method for three-dimensional modeling of tea-shoots with images and calculation models is introduced. The process is as follows: the tea shoots are photographed with a camera, color space conversion is conducted, using an improved algorithm that is based on color and regional growth to divide the tea shoots in the images, and the edges of the tea shoots extracted with the help of edge detection; after that, using the divided tea-shoot images, the three-dimensional coordinates of the tea shoots are worked out and the feature parameters extracted, matching and calculation conducted according to the model database, and finally the three-dimensional modeling of tea-shoots is completed. According to the experimental results, this method can avoid a lot of calculations and has better visual effects and, moreover, performs better in recovering the three-dimensional information of the tea shoots, thereby providing a new method for monitoring the growth of and non-destructive testing of tea shoots

    TREE DIGITISATION FROM POINT CLOUDS WITH UNREAL ENGINE

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    Trees are fundamental parts of urban areas and green urbanism. Although much effort is being put into the digitisation of urban areas, trees present great complexity and are usually replaced by predefined models. On the one hand, trees are elements composed of trunk, branches, and leaves, each with a completely different structure and geometry. On the other hand, the tree parts are closely related to each species. Therefore, in order to obtain a realistic digital urban environment, in 3D models such as CityGML or Metaverse, it is necessary that the trees correspond faithfully to reality. The aim of this work is to propose a method to digitise trees from Mobile Laser Scanning and Terrestrial Laser Scanning data. The process takes advantage of the differentiation between trunks and leaves for their segmentation by point cloud geometric features. Unreal Engine is then used to digitise each part. Trunk and branches are geometrically preserved. For dense canopy trees, predefined leaves according to the species are imported and the alpha shape of the crown is filled. For non-dense canopy trees, the canopy is imported and modified to fit the branches. The method was tested on four real case studies. The results show realistic trees, with correct trunk and foliage segmentation, but highly dependent on the life/canopy repositories. Unreal Engine was a very complete and useful tool for the digitisation of trees generating realistic textures and lighting options

    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

    Active Vision and Surface Reconstruction for 3D Plant Shoot Modelling

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    Plant phenotyping is the quantitative description of a plant’s physiological, biochemical and anatomical status which can be used in trait selection and helps to provide mechanisms to link underlying genetics with yield. Here, an active vision- based pipeline is presented which aims to contribute to reducing the bottleneck associated with phenotyping of architectural traits. The pipeline provides a fully automated response to photometric data acquisition and the recovery of three-dimensional (3D) models of plants without the dependency of botanical expertise, whilst ensuring a non-intrusive and non-destructive approach. Access to complete and accurate 3D models of plants supports computation of a wide variety of structural measurements. An Active Vision Cell (AVC) consisting of a camera-mounted robot arm plus combined software interface and a novel surface reconstruction algorithm is proposed. This pipeline provides a robust, flexible and accurate method for automating the 3D reconstruction of plants. The reconstruction algorithm can reduce noise and provides a promising and extendable framework for high throughput phenotyping, improving current state-of-the-art methods. Furthermore, the pipeline can be applied to any plant species or form due to the application of an active vision framework combined with the automatic selection of key parameters for surface reconstruction

    Relighting Photographs of Tree Canopies

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    International audienceWe present an image-based approach to relighting photographs of tree canopies. Our goal is to minimize capture overhead; thus the only input required is a set of photographs of the tree taken at a single time of day, while allowing relighting at any other time. We first analyze lighting in a tree canopy both theoretically and using simulations. From this analysis, we observe that tree canopy lighting is similar to volumetric illumination. We assume a single-scattering volumetric lighting model for tree canopies, and diffuse leaf reflectance; we validate our assumptions with synthetic renderings. We create a volumetric representation of the tree from 10-12 images taken at a single time of day and and use a single-scattering participating media lighting model. An analytical sun and sky illumination model provides consistent representation of lighting for the captured input and unknown target times. We relight the input image by applying a ratio of the target and input time lighting representations. We compute this representation efficiently by simultaneously coding transmittance from the sky and to the eye in spherical harmonics. We validate our method by relighting images of synthetic trees and comparing to path-traced solutions. We also present results for photographs where sparse, validating with time-lapse ground truth sequences

    Modeling dendritic shapes - using path planning

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    Dendritic shapes are commonplace in the natural world such as trees, lichens, coral and lightning. Models of dendritic shapes are widely needed in many areas. Because of their branching fractal and erratic structures modeling dendritic shapes is a tricky task. Existing methods for modeling dendritic shapes are slow and complicated.In this thesis we present a procedural algorithm of using path planning to model dendritic shapes. We generate a dendrite by finding the least-cost paths from multiple endpoints to a common generator and use the dendrite to build the geometric model. With the control handles of endpoint placement, fractal shape, edge weights distribution and path width, we create different shapes of dendrites that simulate different kinds of dendritic shapes very well. Compared with some existing methods, our algorithm is fast and simple
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