Skjermo, JoIk Soo Lim and Wen Tang2014-01-312014-01-312008978-3-905673-67-8https://doi.org/10.2312/LocalChapterEvents/TPCG/TPCG08/163-166When 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.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 RealismGeneration and Tessellation of Tree Stems