Generation and Tessellation of Tree Stems
dc.contributor.author | Skjermo, Jo | en_US |
dc.contributor.editor | Ik Soo Lim and Wen Tang | en_US |
dc.date.accessioned | 2014-01-31T20:02:26Z | |
dc.date.available | 2014-01-31T20:02:26Z | |
dc.date.issued | 2008 | en_US |
dc.description.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. | en_US |
dc.description.seriesinformation | Theory and Practice of Computer Graphics | en_US |
dc.identifier.isbn | 978-3-905673-67-8 | en_US |
dc.identifier.uri | https://doi.org/10.2312/LocalChapterEvents/TPCG/TPCG08/163-166 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories 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 Realism | en_US |
dc.title | Generation and Tessellation of Tree Stems | en_US |
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