EcoBrush: Interactive Control of Visually Consistent Large‐Scale Ecosystems
One challenge in portraying large‐scale natural scenes in virtual environments is specifying the attributes of plants, such as species, size and placement, in a way that respects the features of natural ecosystems, while remaining computationally tractable and allowing user design. To address this,...
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| Published in | Computer graphics forum Vol. 36; no. 2; pp. 63 - 73 |
|---|---|
| Main Authors | , , , |
| Format | Journal Article |
| Language | English |
| Published |
Oxford
Blackwell Publishing Ltd
01.05.2017
Wiley |
| Subjects | |
| Online Access | Get full text |
| ISSN | 0167-7055 1467-8659 1467-8659 |
| DOI | 10.1111/cgf.13107 |
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| Abstract | One challenge in portraying large‐scale natural scenes in virtual environments is specifying the attributes of plants, such as species, size and placement, in a way that respects the features of natural ecosystems, while remaining computationally tractable and allowing user design. To address this, we combine ecosystem simulation with a distribution analysis of the resulting plant attributes to create biome‐specific databases, indexed by terrain conditions, such as temperature, rainfall, sunlight and slope. For a specific terrain, interpolated entries are drawn from this database and used to interactively synthesize a full ecosystem, while retaining the fidelity of the original simulations. A painting interface supplies users with semantic brushes for locally adjusting ecosystem age, plant density and variability, as well as optionally picking from a palette of precomputed distributions. Since these brushes are keyed to the underlying terrain properties a balance between user control and real‐world consistency is maintained. Our system can be be used to interactively design ecosystems up to 5 × 5 km2 in extent, or to automatically generate even larger ecosystems in a fraction of the time of a full simulation, while demonstrating known properties from plant ecology such as succession, self‐thinning, and underbrush, across a variety of biomes. |
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| AbstractList | One challenge in portraying large‐scale natural scenes in virtual environments is specifying the attributes of plants, such as species, size and placement, in a way that respects the features of natural ecosystems, while remaining computationally tractable and allowing user design. To address this, we combine ecosystem simulation with a distribution analysis of the resulting plant attributes to create biome‐specific databases, indexed by terrain conditions, such as temperature, rainfall, sunlight and slope. For a specific terrain, interpolated entries are drawn from this database and used to interactively synthesize a full ecosystem, while retaining the fidelity of the original simulations. A painting interface supplies users with semantic brushes for locally adjusting ecosystem age, plant density and variability, as well as optionally picking from a palette of precomputed distributions. Since these brushes are keyed to the underlying terrain properties a balance between user control and real‐world consistency is maintained. Our system can be be used to interactively design ecosystems up to 5 × 5 km2 in extent, or to automatically generate even larger ecosystems in a fraction of the time of a full simulation, while demonstrating known properties from plant ecology such as succession, self‐thinning, and underbrush, across a variety of biomes. One challenge in portraying large-scale natural scenes in virtual environments is specifying the attributes of plants, such as species, size and placement, in a way that respects the features of natural ecosystems, while remaining computationally tractable and allowing user design. To address this, we combine ecosystem simulation with a distribution analysis of the resulting plant attributes to create biome-specific databases, indexed by terrain conditions, such as temperature, rainfall, sunlight and slope. For a specific terrain, interpolated entries are drawn from this database and used to interactively synthesize a full ecosystem, while retaining the fidelity of the original simulations. A painting interface supplies users with semantic brushes for locally adjusting ecosystem age, plant density and variability, as well as optionally picking from a palette of precomputed distributions. Since these brushes are keyed to the underlying terrain properties a balance between user control and real-world consistency is maintained. Our system can be be used to interactively design ecosystems up to 5 × 5 km 2 in extent, or to automatically generate even larger ecosystems in a fraction of the time of a full simulation, while demonstrating known properties from plant ecology such as succession, self-thinning, and underbrush, across a variety of biomes. |
| Author | Cordonnier, G. Gain, J. Cani, M.‐P. Long, H. |
| Author_xml | – sequence: 1 givenname: J. surname: Gain fullname: Gain, J. organization: University Grenoble‐Alpes, CNRS(LJK), and Inria – sequence: 2 givenname: H. surname: Long fullname: Long, H. organization: University of Cape Town – sequence: 3 givenname: G. surname: Cordonnier fullname: Cordonnier, G. organization: University Grenoble‐Alpes, CNRS(LJK), and Inria – sequence: 4 givenname: M.‐P. surname: Cani fullname: Cani, M.‐P. organization: University Grenoble‐Alpes, CNRS(LJK), and Inria |
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| Cites_doi | 10.1145/237170.237279 10.1029/96GB02692 10.1111/j.1365-2745.2009.01510.x 10.1111/cgf.12820 10.1201/b15326 10.1145/2766975 10.1111/j.1365-2486.2008.01626.x 10.1007/11784203_1 10.1145/383259.383291 10.1109/MCG.2010.42 10.4018/978-1-60566-705-8.ch004 10.1111/cgf.12281 10.1016/j.ecolmodel.2006.09.006 10.1007/s11047-008-9089-5 10.1111/j.1365-2699.2005.01377.x 10.1177/0037549712470582 10.1002/esp.1952 10.1016/j.patrec.2009.09.011 10.1145/2366145.2366189 |
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| Copyright | 2017 The Author(s) Computer Graphics Forum © 2017 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd. 2017 The Eurographics Association and John Wiley & Sons Ltd. Distributed under a Creative Commons Attribution 4.0 International License |
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| Snippet | One challenge in portraying large‐scale natural scenes in virtual environments is specifying the attributes of plants, such as species, size and placement, in... One challenge in portraying large-scale natural scenes in virtual environments is specifying the attributes of plants, such as species, size and placement, in... |
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| StartPage | 63 |
| SubjectTerms | 1.3.7 [Computer Graphics]: Three‐dimensional graphics and realism Brushes Categories and Subject Descriptors (according to ACM CCS) Computer graphics Computer Science Computer simulation Ecosystems Flowers & plants Graphics Interactive control Plants (botany) Rainfall Simulation Terrain Virtual environments Virtual reality |
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| Title | EcoBrush: Interactive Control of Visually Consistent Large‐Scale Ecosystems |
| URI | https://onlinelibrary.wiley.com/doi/abs/10.1111%2Fcgf.13107 https://www.proquest.com/docview/1901406334 https://hal.science/hal-01519852 |
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