Production and playback of human figure motion for visual simulation
ACM Transactions on Modeling and Computer Simulation (TOMACS) - Special issue on graphics, animation, and visualization for simulation environments
Simulation levels of detail for real-time animation
Proceedings of the conference on Graphics interface '97
Adaptive refinement for mass/spring simulations
Proceedings of the Eurographics workshop on Computer animation and simulation '96
Animating prairies in real-time
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Dynamic real-time deformations using space & time adaptive sampling
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Graphics programming methods
Simulation levels of detail for plant motion
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
A Survey of Modeling and Rendering Trees
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
Realtime forest animation in wind
Proceedings of the Seventh Indian Conference on Computer Vision, Graphics and Image Processing
Physically based animation of sea anemones in real-time
Proceedings of the 25th Spring Conference on Computer Graphics
Quasi-physical simulation of large-scale dynamic forest scenes
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Controlling color regions of leaves with painting techniques for landscape arts
Computational Aesthetics'09 Proceedings of the Fifth Eurographics conference on Computational Aesthetics in Graphics, Visualization and Imaging
Somatosensory interaction for real-time large scale roaming
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Effects of wind on virtual plants in animation
International Journal of Computer Games Technology
Hi-index | 0.00 |
We present a prototype of a forest in which a video game player can move and interact physically with the trees.The trees are procedurally built on-the-fly at each redraw. Two animation approaches are combined: a procedural method which handles most of the trees efficiently, and a physically-based method which allows user interaction with the trees. The physically-based method is dynamically applied only where needed. Physical data is computed only where the physical method is applied, and deleted afterwards. Smooth transitions between animation methods are performed.Levels of detail are used for rendering and for procedural animation. Our method allows the display and the animation, including user action, of a 256-tree forest at interactive rates.