The algorithmic beauty of plants
The algorithmic beauty of plants
2-D shape blending: an intrinsic solution to the vertex path problem
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Realistic modeling and rendering of plant ecosystems
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Interactive skeleton techniques for enhancing motion dynamics in key frame animation
Communications of the ACM
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Grove: a production-optimised foliage generator for "The Lord of the Rings: The Two Towers"
Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Shape Blending Using the Star-Skeleton Representation
IEEE Computer Graphics and Applications
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 20th spring conference on Computer graphics
Uniting cartoon textures with computer assisted animation
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Real time animation of trees based on BBSC in computer games
International Journal of Computer Games Technology - Special issue on cyber games and interactive entertainment
Real-time simulation of lightweight rigid bodies
The Visual Computer: International Journal of Computer Graphics
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Simulating dynamic natural wind effects on trees remains a challenging task in Computer Graphics. From an animator's point of view it is a cumbersome and tedious task to create this effect due to the complexity of the tree shape, the numerous protruding branches and the wide variety of foliage. In this paper we present a novel method to create controllable animations of trees. Our approach borrows from several ideas from video textures, computer-assisted animation and motion graphs. It combines re-sequencing of existing material with the automatic generation of new data. Furthermore, the animator can direct the animation at each arbitrary moment using a goal based motion algorithm. First, a small set of motion data is gathered from a physically-based driven tree animation. Next, an optimised motion graph is constructed from the acquired data indicating all possible transitions from one tree pose to another. By creating in-between frames for all pairs of keyframes we ensure smooth transitions. Finally, by walking on the motion graph new non-identical animations are synthesised. The resulting animations are smooth, controllable by the animator and suitable for different production targets including 3D virtual environments (e.g., games) and 2D stylised animation.