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 inComputer graphics forum Vol. 36; no. 2; pp. 63 - 73
Main Authors Gain, J., Long, H., Cordonnier, G., Cani, M.‐P.
Format Journal Article
LanguageEnglish
Published Oxford Blackwell Publishing Ltd 01.05.2017
Wiley
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Online AccessGet full text
ISSN0167-7055
1467-8659
1467-8659
DOI10.1111/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.
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.
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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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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
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