Digital Design of Nature: Computer Generated Plants and OrganicsWhat is computer graphics and what are the conceptual tasks of research in this area? To the average person the term still conveys more or less the design of - gos and the manipulation of pictures with the help of image-editing programs. However, during the past four decades, computer graphics has evolved into an innovative multifaceted ?eld of research and computing that affects many other sciences. In many areas and for many problems we can best convey an und- standing through images that trigger our sense with the highest capability: our eye. And, what is more, aside from algorithms, formulas, and tables, the c- puter graphics scientist often is able to create beauty. Though it is a beauty of its own, it often fascinates the viewer, especially when complex aesthetic images emerge from simple mathematical concepts. Also, there are only a few other areas that advance as dynamically as inf- matics and especially computer graphics. While CPU capacity still increases and is almost doubled every 18 months, the rendering speed and ef?ciency of graphics boards has increased even more during recent years. Today, images can be rendered in real time that some years ago still required several hours of computing. Parallel to the rapid improvement of computer hardware, many newalgorithms weredevelopedthattoday form the basis for some fundamental changes and achievements in graphics. |
Contents
ComputerGenerated Plants Introduction | 3 |
11 Modeling of Virtual Landscapes | 5 |
12 Rendering Issues | 7 |
13 Applications | 8 |
Plants Botanical Description | 11 |
21 The Shoot Axis | 13 |
22 Budding | 15 |
23 Branching Types | 16 |
64 Examples | 100 |
65 Shape Modeling | 103 |
66 Animation | 106 |
67 Resume | 108 |
Modeling Terrain The Basis | 115 |
71 Brownian Motion | 116 |
72 From Functions to Terrain | 119 |
73 Erosion | 120 |
24 Spatial Division | 17 |
25 Tropisms | 18 |
26 Architectural Analysis of Trees | 19 |
27 Leaves | 21 |
28 Geobotanical Description Methods | 23 |
29 Description Methods for Vegetation | 26 |
Some Mathematics Plants as Mathematical Objects | 29 |
32 Branching Structures | 30 |
33 Trees as Fractal Objects | 32 |
34 Phyllotaxis | 36 |
35 Description of Plant Populations | 38 |
36 Developmental Models | 40 |
Procedural Modeling Programming of Plants | 45 |
41 Cellular Automata | 46 |
42 A First Continuous Model | 47 |
43 ThreeDimensional Procedural Models | 48 |
44 Regulation of the Branching Process | 50 |
45 Generation Using Particle Systems | 51 |
47 Geometric Modeling | 53 |
48 An Approach Based on Budding | 54 |
49 A Combinatorial Approach | 56 |
410 Tree Modeling Using Strands | 58 |
411 Approximate Modeling | 60 |
413 Modeling of Phyllotaxis | 61 |
414 Remaining Questions | 63 |
RuleBased Modeling Single Plants Are Emerging | 65 |
51 Rewriting Systems | 66 |
52 Lindenmayer Systems | 67 |
53 Branching Structures | 69 |
54 ThreeDimensional Commands | 70 |
55 Stochastic and Parameterized Systems | 72 |
56 ContextSensitive Systems | 74 |
57 Modeling of Phyllotaxis | 76 |
58 Animation of LSystems | 77 |
59 Interactions of Plants and the Environment | 78 |
510 Use of Position Information | 80 |
511 Iterated Function Systems | 81 |
512 Object Instancing | 84 |
513 CSGBased Modeling | 86 |
RuleBased Object Production Interactive Modeling | 91 |
61 Algorithmic Multiplication | 92 |
62 Component Types | 93 |
63 Combination of Components | 99 |
74 Interaction with Fractal Terrain | 125 |
Modeling Vegetation A Landscape Evolves | 127 |
81 Direct Specification of Distributions | 130 |
82 Simulation of a Plant Population | 136 |
83 Simulation of a Plant Association | 137 |
84 Reduction of the Geometric Data | 138 |
85 Instancing of Plant Populations | 142 |
86 Modeling of a Sample Scene | 148 |
Rendering Creating Virtual Reality | 151 |
91 Local Lighting Models | 154 |
92 The Rendering Equation | 155 |
93 Radiosity | 156 |
94 Raytracing | 157 |
95 Further Rendering Methods | 158 |
96 Photorealistic Renditions of Leaves | 159 |
97 Rendering Complex Scenes | 164 |
98 Plant Images Using Raytracing | 169 |
99 Plant Images Using Radiosity | 172 |
LevelofDetail Fast Rendering of Images | 183 |
101 LOD Methods for Smooth Surfaces | 184 |
102 Static LOD Methods for Trees | 185 |
103 Dynamic PointBased Representation | 188 |
104 Dynamic Polygonal Representation | 190 |
105 Point and LineBased Rendering | 193 |
Landscape Sketches Artistic Renditions | 203 |
111 Nonphotorealistic Rendering | 204 |
112 Traditional Drawings of Plants | 208 |
113 Synthetic Plant Drawings | 213 |
114 Rendering of CrossHatching | 220 |
Media Art Growing Plants and Evolved Organics | 229 |
121 William Latham | 230 |
122 Karl Sims | 233 |
123 Christa Sommerer and Laurent Mignonneau | 241 |
124 Bill Viola Tree of Knowledge | 245 |
125 SonoMorphis | 247 |
Practical Plant Modeling Using Xfrog | 253 |
A2 Modeling a Flower | 255 |
A3 Modeling a Tree | 260 |
Glossary | 267 |
Figure credits | 273 |
Bibliography | 277 |
289 | |
Other editions - View all
Digital Design of Nature: Computer Generated Plants and Organics Oliver Deussen,Bernd Lintermann No preview available - 2009 |
Digital Design of Nature: Computer Generated Plants and Organics Oliver Deussen,Bernd Lintermann No preview available - 2010 |
Common terms and phrases
ACM SIGGRAPH algorithm applied approximation axis Bill Viola botanical branching angle branching structures cells Chapter characteristics color combination complex computer graphics cross-hatching defined depth depth buffer described developed distribution drawing ecosystem edges example fractal fractal dimension function geometric data geometry Golden Angle graph gravitropism growth illustrations implemented individual interaction Karl Sims L-systems landscape leaf leaves light source Lindenmayer systems lines mathematical methods nodes nonphotorealistic OBJECT PRODUCTION p-graph Panspermia parameterized parameters permission Figure phiball Phyllotaxis pixel plant models plant population point set Poisson distribution polygons position primitives Printed by permission Proc procedures produced Prusinkiewicz radiosity random raytracing recursive rendering representation represented RULE-BASED OBJECT PRODUCTION scaling scene Sect Section shape simulation so-called spatial specification surface sympodial synthetic telome terrain texture tiles tion tree component tree models tree skeleton triangles trunk values vector vegetation viewer visual voxel Xfrog
Popular passages
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