Generation and Tessellation of Tree Stems
Abstract
When visualizing tree stems and branches for use in interactive applications, the polygon models resolution are usually as low as possible to achieve a high frame rate. Also, to ease animation and mesh generation, each branch of a tree model is often considered as a distinct mesh. However, by using a single watertight mesh for a tree, together with (GPU-based) tessellation, both the resolution and appearance of a tree can be greatly improved while maintaining a high frame rate. This paper presents concepts, ideas and early work on generating watertight polygon meshes of animated trees stems suitable for refinement and tessellation of such meshes.
BibTeX
@inproceedings {10.2312:LocalChapterEvents:TPCG:TPCG08:163-166,
booktitle = {Theory and Practice of Computer Graphics},
editor = {Ik Soo Lim and Wen Tang},
title = {{Generation and Tessellation of Tree Stems}},
author = {Skjermo, Jo},
year = {2008},
publisher = {The Eurographics Association},
ISBN = {978-3-905673-67-8},
DOI = {10.2312/LocalChapterEvents/TPCG/TPCG08/163-166}
}
booktitle = {Theory and Practice of Computer Graphics},
editor = {Ik Soo Lim and Wen Tang},
title = {{Generation and Tessellation of Tree Stems}},
author = {Skjermo, Jo},
year = {2008},
publisher = {The Eurographics Association},
ISBN = {978-3-905673-67-8},
DOI = {10.2312/LocalChapterEvents/TPCG/TPCG08/163-166}
}