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Martin Weier, André Hinkenjann, Georg Demme, and Philipp Slusallek, Generating and Rendering Large Scale Tiled Plant Populations. JVRB - Journal of Virtual Reality and Broadcasting, 10(2013), no. 1. (urn:nbn:de:0009-6-36322)

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%0 Journal Article
%T Generating and Rendering Large Scale Tiled Plant Populations
%A Weier, Martin
%A Hinkenjann, André
%A Demme, Georg
%A Slusallek, Philipp
%J JVRB - Journal of Virtual Reality and Broadcasting
%D 2013
%V 10(2013)
%N 1
%@ 1860-2037
%F weier2013
%X Generating and visualizing large areas of vegetation that look natural makes terrain surfaces much more realistic. However, this is a challenging field in computer graphics, because ecological systems are complex and visually appealing plant models are geometrically detailed. This work presents Silva (System for the Instantiation of Large Vegetated Areas), a system to generate and visualize large vegetated areas based on the ecological surrounding. Silva generates vegetation on Wang-tiles with associated reusable distributions enabling multi-level instantiation.This paper presents a method to generate Poisson Disc Distributions (PDDs) with variable radii on Wang-tile sets (without a global optimization) that is able to generate seamless tilings. Because Silva has a freely configurable generation pipeline and can consider plant neighborhoods it is able to incorporate arbitrary abiotic and biotic components during generation. Based on multi-levelinstancing and nested kd-trees, the distributions on the Wang-tiles allow their acceleration structures to be reused during visualization. This enables Silva to visualize large vegetated areas of several hundred square kilometers with low render times and a small memory footprint.
%L 004
%K Ecosystem simulation
%K Instantiation
%K Poisson Disc Distribution
%K Ray Tracing
%K Terrain rendering
%K Wang-tiles
%R 10.20385/1860-2037/10.2013.1
%U http://nbn-resolving.de/urn:nbn:de:0009-6-36322
%U http://dx.doi.org/10.20385/1860-2037/10.2013.1

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@Article{weier2013,
  author = 	"Weier, Martin
		and Hinkenjann, Andr{\'e}
		and Demme, Georg
		and Slusallek, Philipp",
  title = 	"Generating and Rendering Large Scale Tiled Plant Populations",
  journal = 	"JVRB - Journal of Virtual Reality and Broadcasting",
  year = 	"2013",
  volume = 	"10(2013)",
  number = 	"1",
  keywords = 	"Ecosystem simulation; Instantiation; Poisson Disc Distribution; Ray Tracing; Terrain rendering; Wang-tiles",
  abstract = 	"Generating and visualizing large areas of vegetation that look natural makes terrain surfaces much more realistic. However, this is a challenging field in computer graphics, because ecological systems are complex and visually appealing plant models are geometrically detailed. This work presents Silva (System for the Instantiation of Large Vegetated Areas), a system to generate and visualize large vegetated areas based on the ecological surrounding. Silva generates vegetation on Wang-tiles with associated reusable distributions enabling multi-level instantiation.This paper presents a method to generate Poisson Disc Distributions (PDDs) with variable radii on Wang-tile sets (without a global optimization) that is able to generate seamless tilings. Because Silva has a freely configurable generation pipeline and can consider plant neighborhoods it is able to incorporate arbitrary abiotic and biotic components during generation. Based on multi-levelinstancing and nested kd-trees, the distributions on the Wang-tiles allow their acceleration structures to be reused during visualization. This enables Silva to visualize large vegetated areas of several hundred square kilometers with low render times and a small memory footprint.",
  issn = 	"1860-2037",
  doi = 	"10.20385/1860-2037/10.2013.1",
  url = 	"http://nbn-resolving.de/urn:nbn:de:0009-6-36322"
}

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RIS

TY  - JOUR
AU  - Weier, Martin
AU  - Hinkenjann, André
AU  - Demme, Georg
AU  - Slusallek, Philipp
PY  - 2013
DA  - 2013//
TI  - Generating and Rendering Large Scale Tiled Plant Populations
JO  - JVRB - Journal of Virtual Reality and Broadcasting
VL  - 10(2013)
IS  - 1
KW  - Ecosystem simulation
KW  - Instantiation
KW  - Poisson Disc Distribution
KW  - Ray Tracing
KW  - Terrain rendering
KW  - Wang-tiles
AB  - Generating and visualizing large areas of vegetation that look natural makes terrain surfaces much more realistic. However, this is a challenging field in computer graphics, because ecological systems are complex and visually appealing plant models are geometrically detailed. This work presents Silva (System for the Instantiation of Large Vegetated Areas), a system to generate and visualize large vegetated areas based on the ecological surrounding. Silva generates vegetation on Wang-tiles with associated reusable distributions enabling multi-level instantiation.This paper presents a method to generate Poisson Disc Distributions (PDDs) with variable radii on Wang-tile sets (without a global optimization) that is able to generate seamless tilings. Because Silva has a freely configurable generation pipeline and can consider plant neighborhoods it is able to incorporate arbitrary abiotic and biotic components during generation. Based on multi-levelinstancing and nested kd-trees, the distributions on the Wang-tiles allow their acceleration structures to be reused during visualization. This enables Silva to visualize large vegetated areas of several hundred square kilometers with low render times and a small memory footprint.
SN  - 1860-2037
UR  - http://nbn-resolving.de/urn:nbn:de:0009-6-36322
DO  - 10.20385/1860-2037/10.2013.1
ID  - weier2013
ER  - 
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Wordbib

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<b:Comments>Generating and visualizing large areas of vegetation that look natural makes terrain surfaces much more realistic. However, this is a challenging field in computer graphics, because ecological systems are complex and visually appealing plant models are geometrically detailed. This work presents Silva (System for the Instantiation of Large Vegetated Areas), a system to generate and visualize large vegetated areas based on the ecological surrounding. Silva generates vegetation on Wang-tiles with associated reusable distributions enabling multi-level instantiation.This paper presents a method to generate Poisson Disc Distributions (PDDs) with variable radii on Wang-tile sets (without a global optimization) that is able to generate seamless tilings. Because Silva has a freely configurable generation pipeline and can consider plant neighborhoods it is able to incorporate arbitrary abiotic and biotic components during generation. Based on multi-levelinstancing and nested kd-trees, the distributions on the Wang-tiles allow their acceleration structures to be reused during visualization. This enables Silva to visualize large vegetated areas of several hundred square kilometers with low render times and a small memory footprint.</b:Comments>
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ISI

PT Journal
AU Weier, M
   Hinkenjann, A
   Demme, G
   Slusallek, P
TI Generating and Rendering Large Scale Tiled Plant Populations
SO JVRB - Journal of Virtual Reality and Broadcasting
PY 2013
VL 10(2013)
IS 1
DI 10.20385/1860-2037/10.2013.1
DE Ecosystem simulation; Instantiation; Poisson Disc Distribution; Ray Tracing; Terrain rendering; Wang-tiles
AB Generating and visualizing large areas of vegetation that look natural makes terrain surfaces much more realistic. However, this is a challenging field in computer graphics, because ecological systems are complex and visually appealing plant models are geometrically detailed. This work presents Silva (System for the Instantiation of Large Vegetated Areas), a system to generate and visualize large vegetated areas based on the ecological surrounding. Silva generates vegetation on Wang-tiles with associated reusable distributions enabling multi-level instantiation.This paper presents a method to generate Poisson Disc Distributions (PDDs) with variable radii on Wang-tile sets (without a global optimization) that is able to generate seamless tilings. Because Silva has a freely configurable generation pipeline and can consider plant neighborhoods it is able to incorporate arbitrary abiotic and biotic components during generation. Based on multi-levelinstancing and nested kd-trees, the distributions on the Wang-tiles allow their acceleration structures to be reused during visualization. This enables Silva to visualize large vegetated areas of several hundred square kilometers with low render times and a small memory footprint.
ER

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Mods

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  <titleInfo>
    <title>Generating and Rendering Large Scale Tiled Plant Populations</title>
  </titleInfo>
  <name type="personal">
    <namePart type="family">Weier</namePart>
    <namePart type="given">Martin</namePart>
  </name>
  <name type="personal">
    <namePart type="family">Hinkenjann</namePart>
    <namePart type="given">André</namePart>
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  <name type="personal">
    <namePart type="family">Demme</namePart>
    <namePart type="given">Georg</namePart>
  </name>
  <name type="personal">
    <namePart type="family">Slusallek</namePart>
    <namePart type="given">Philipp</namePart>
  </name>
  <abstract>Generating and visualizing large areas of vegetation that look natural makes terrain surfaces much more realistic. However, this is a challenging field in computer graphics, because ecological systems are complex and visually appealing plant models are geometrically detailed. This work presents Silva (System for the Instantiation of Large Vegetated Areas), a system to generate and visualize large vegetated areas based on the ecological surrounding. Silva generates vegetation on Wang-tiles with associated reusable distributions enabling multi-level instantiation.
This paper presents a method to generate Poisson Disc Distributions (PDDs) with variable radii on Wang-tile sets (without a global optimization) that is able to generate seamless tilings. Because Silva has a freely configurable generation pipeline and can consider plant neighborhoods it is able to incorporate arbitrary abiotic and biotic components during generation. Based on multi-level
instancing and nested kd-trees, the distributions on the Wang-tiles allow their acceleration structures to be reused during visualization. This enables Silva to visualize large vegetated areas of several hundred square kilometers with low render times and a small memory footprint.</abstract>
  <subject>
    <topic>Ecosystem simulation</topic>
    <topic>Instantiation</topic>
    <topic>Poisson Disc Distribution</topic>
    <topic>Ray Tracing</topic>
    <topic>Terrain rendering</topic>
    <topic>Wang-tiles</topic>
  </subject>
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