3D Models of botanical trees are very important in video games, simulation, virtual reality, digital city modeling and other fields of computer graphics. However, since the early days of computer graphics, the modeling of trees has been challenging, because of the huge dynamical range between its smallest and largest structures and their geometrical complexity. Trees are also ubiquitous which makes it even hard to model them in a realistic way, Current techniques are limited in that they model a tree either in a rule-based way or in an approximated way. These methods emphasize appearance while sacrificing its real structure. Recent development in range scanners are making 3D aquisition feasible for large and complex objects. This report presents the semi-automatic technique developed for modeling laser-scanned trees. First, the user draws a few strokes on the depth image plane generated from the dataset. Branches are then extracted through the 2D Curve detection algorithm originally developed. Afterwards, those short branches are connected together to generate the skeleton of the tree by forming a Minimum Spanning Tree (MST). Finally, the geometry of the tree skeleton is produced using allometric rules for branch thickness and branching angles.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:liu-50704 |
Date | January 2009 |
Creators | Qiu, Li |
Publisher | Linköpings universitet, Visuell informationsteknologi och applikationer |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/masterThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Page generated in 0.002 seconds