Abstract

Plants and trees are an essential part of outdoor scenes. They are represented by such a vast number of polygons that performing real-time visualization is still a problem in spite of the advantages of the hardware. Some methods have appeared to solve this drawback based on point- or image-based rendering. However, geometry representation is required in some interactive applications. This work presents a simplification method that deals with the geometry of the foliage, reducing the number of primitives that represent these objects and making their interactive visualization possible. It is based on an image-based simplification that establishes an order of leaf pruning and reduces the complexity of the canopies of trees and plants. The proposed simplification method is viewpoint-driven and uses the mutual information in order to choose the leaf to prune. Moreover, this simplification method avoids the pruned appearance of the tree that is usually produced when a foliage representation is formed by a reduced number of leaves. The error introduced every time a leaf is pruned is compensated for if the size of the nearest leaf is altered to preserve the leafy appearance of the foliage. Results demonstrate the good quality and time performance of the presented work.

Highlights

  • Outdoor scenes are very common in many interactive applications, such as video games or virtual reality walk-throughs

  • This paper presents a simplification method addressed to the foliage of the plants that is driven by the visual appearance

  • Based on the measures proposed in viewpoint entropy by Vázquez et al [29,30] and the viewpoint Kullback–Leibler distance introduced in [31], Castelló et al [10] proposed a viewpoint-based simplification approach for polygonal meshes driven by an information-theoretic measure, viewpoint mutual information (VMI)

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Summary

Introduction

Outdoor scenes are very common in many interactive applications, such as video games or virtual reality walk-throughs. Vegetation is an essential part of these environments, producing a lack of realism if some plants do not appear in the scenes. The main reason for this is that tree models are formed by such a vast number of polygons that interactive visualization of scenes with vegetation is practically impossible. The methods that have appeared to perform their real-time visualization can be mainly classified into two groups: image-based and geometry-based rendering. The methods in the first group, image-based rendering, change the geometry of the plant by an image that represents it. The advantage of these methods is that visualization time is drastically reduced compared to geometry rendering

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