Guérin, EricGalin, EricGrosbellet, FrançoisPeytavie, AdrienGénevaux, Jean-DavidEitan Grinspun and Bernd Bickel and Yoshinori Dobashi2016-10-112016-10-1120161467-8659https://doi.org/10.1111/cgf.13023https://diglib.eg.org:443/handle/10.1111/cgf13023Digital landscape realism often comes from the multitude of details that are hard to model such as fallen leaves, rock piles or entangled fallen branches. In this article, we present a method for augmenting natural scenes with a huge amount of details such as grass tufts, stones, leaves or twigs. Our approach takes advantage of the observation that those details can be approximated by replications of a few similar objects and therefore relies on mass-instancing. We propose an original structure, the Ghost Tile, that stores a huge number of overlapping candidate objects in a tile, along with a pre-computed collision graph. Details are created by traversing the scene with the Ghost Tile and generating instances according to user-defined density fields that allow to sculpt layers and piles of entangled objects while providing control over their density and distribution.I.3.3 [Computer Graphics]Picture/Image GenerationI.3.5 [Computer Graphics]Computational Geometry and Object ModelingCurvesurfacesolid and object representationsI.3.7 [Computer Graphics]Three Dimensional Graphics and RealismEfficient Modeling of Entangled Details for Natural Scenes10.1111/cgf.13023257-267