Graphical applications of L-systems
Proceedings on Graphics Interface '86/Vision Interface '86
Using dynamic analysis for realistic animation of articulated bodies
IEEE Computer Graphics and Applications
The algorithmic beauty of plants
The algorithmic beauty of plants
Animation of plant development
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Visual models of plants interacting with their environment
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Hierarchical back-face computation
Proceedings of the eurographics workshop on Rendering techniques '96
Realistic modeling and rendering of plant ecosystems
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Modeling and animation of botanical trees for interactive virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Computational modeling for the computer animation of legged figures
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Controlling physics in realistic character animation
Communications of the ACM
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
The use of positional information in the modeling of plants
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Texturing and Modeling: A Procedural Approach
Texturing and Modeling: A Procedural Approach
Time-critical rendering of discrete and continuous levels of detail
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Visual attention-based polygon level of detail management
Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Applications of L-systems to computer imagery
Proceedings of the 3rd International Workshop on Graph-Grammars and Their Application to Computer Science
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2003 Papers
Animating real-time realistic movements in small plants
Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Procedural modeling of buildings
ACM SIGGRAPH 2006 Papers
Wall grammar for building generation
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Evaluation of real-time physics simulation systems
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Real-time motion retargeting to highly varied user-created morphologies
ACM SIGGRAPH 2008 papers
A mass spring model for hair simulation
ACM SIGGRAPH 2008 papers
Simulating knitted cloth at the yarn level
ACM SIGGRAPH 2008 papers
Procedural Urban Modeling in Practice
IEEE Computer Graphics and Applications
Preserving topology and elasticity for embedded deformable models
ACM SIGGRAPH 2009 papers
Physically guided liquid surface modeling from videos
ACM SIGGRAPH 2009 papers
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While the field of procedural content generation is growing, there has been somewhat less work on developing procedural methods to animate these models. We present a technique for generating procedural models of trees and buildings via formal grammars (L-Systems and wall grammars) that are ready to be animated using physical simulation. The grammars and their interpretations are augmented to provide direct control over the physical animation, by, for example, specifying object mass and the joint stiffness. Example animations produced by our system include trees swaying in a gentle wind or being rocked by a gale, and buildings collapsing, imploding or exploding. In user testing, we had test subjects (n = 20) compare our animations with video of trees and buildings undergoing similar effects, as well as with animations in games that they have played. Results show that our animations appear physically accurate with a few minor instances of unrealistic behaviour. Users considered the animations to be more realistic than those used in current video games.