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dc.contributor.authorSkjermo, Joen_US
dc.contributor.editorIk Soo Lim and Wen Tangen_US
dc.date.accessioned2014-01-31T20:02:26Z
dc.date.available2014-01-31T20:02:26Z
dc.date.issued2008en_US
dc.identifier.isbn978-3-905673-67-8en_US
dc.identifier.urihttp://dx.doi.org/10.2312/LocalChapterEvents/TPCG/TPCG08/163-166en_US
dc.description.abstractWhen 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Line and Curve Generation I.3.7 [Computer Graphics]: Three Dimensional Graphics and Realismen_US
dc.titleGeneration and Tessellation of Tree Stemsen_US
dc.description.seriesinformationTheory and Practice of Computer Graphicsen_US


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