The algorithmic beauty of plants
The algorithmic beauty of plants
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Constructing a 3D trunk model from two images
Graphical Models
ACM SIGGRAPH 2007 papers
Approximate image-based tree-modeling using particle flows
ACM SIGGRAPH 2007 papers
Precomputing data-driven tree animation
Computer Animation and Virtual Worlds - CASA 2007
ISMW '07 Proceedings of the Ninth IEEE International Symposium on Multimedia Workshops
Physically-based driven tree animations
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
Modeling trees with a space colonization algorithm
NPH'07 Proceedings of the Third Eurographics conference on Natural Phenomena
Effects of wind on virtual plants in animation
International Journal of Computer Games Technology
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That researchers in the field of computer games usually find it is difficult to simulate the motion of actual 3D model trees lies in the fact that the tree model itself has very complicated structure, and many sophisticated factors need to be considered during the simulation. Though there are some works on simulating 3D tree and its motion, few of them are used in computer games due to the high demand for real-time in computer games. In this paper, an approach of animating trees in computer games based on a novel tree model representation--Ball B-Spline Curves (BBSCs) are proposed. By taking advantage of the good features of the BBSC-based model, physical simulation of the motion of leafless trees with wind blowing becomes easier and more efficient. The method can generate realistic 3D tree animation in real-time, which meets the high requirement for real time in computer games.