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An overview and comparison of 3D plant generation systems

An overview and comparison of 3D plant generation systems. By Nicole Bouchard. Historical Overview. Development of l-systems in late 1960s by Lindenmayer Early attempts at using computers to generate graphical representations of plants in 2D

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An overview and comparison of 3D plant generation systems

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  1. An overview and comparison of 3D plant generation systems By Nicole Bouchard

  2. Historical Overview • Development of l-systems in late 1960s by Lindenmayer • Early attempts at using computers to generate graphical representations of plants in 2D • P. Preusinkiewicz & team in 80’s developing L-studio/VLab for 3D simulation of plant growth based on l-systems • Limitations of hardware slowed the development of realistic plant generation until it became technologically feasible (esp. constrained by issues of scale) • Current tools that allow the development of highly accurate/realistic looking plants by defining different rules for different levels/components

  3. Current Options 4 basic types: • Full software packages dedicated to generating trees & plants • Terrain generators that include plant generation capabilities • Plug-ins or scripting interfaces within other 3D software packages • Custom/in-house software or plug-ins

  4. Dedicated software packages: Examples: Xfrog, Tree Professional, ngPlant, Lenné3D Key Characteristics: • specialized interface for controlling hierarchical growth structure • limited tool set -> specialized towards plant modeling (and texturing) • meant to be exported into other 3D software for final integration and rendering • often includes controls for basic animation (reaction to wind & gravity forces) • sometime comes with an already developed library of plants Example created using Xfrog Example created using Lenné3D

  5. The type of specialized hierarchy controls found in dedicated software packages. The tool set is specifically designed to make it easy to visually represent the procedural network and control each component by type or grouping.

  6. Terrain generators with plant development toolkits: Examples: Vue, Bryce, WorldBuilder Key Characteristics: • ability to generate large scale terrains • option to finalize and render or to export to another 3D program • tools for polygon optimization (LOD: Level of Detail) Example created using Vue Example created using Bryce

  7. Plug-ins or other 3D software extensions: Examples: Maya PaintFX, Houdini L-systems, T-Gen(XSI), TreeDesigner/LeavesGenerator (Lightwave) Key Characteristics: • do not require the use of external software • better integration with the software’s animation tools • act as an extension of the original program, using their interface -> designed to minimize the learning curve for an already existing user • tends to result in more simplistic models Example created using TreeDesigner Example created using T-gen

  8. Custom packages or plug-ins: Examples: Over the Hedge, The Ruins Key Characteristics: • requires a large in-house development team to design and maintain • much higher level of control over plant design details -> much more control over art direction • more robust animation controls beyond just simple forces • ability to create plants at multiple LOD Large scale foliage animation for The Ruins A procedural modeling workflow for "Over the Hedge" foliage

  9. Evaluation of Options Points that need to be considered when evaluating software choices: • Scale/Number of plants • Realism • Distance from camera • Movement/animation • Real-time or pre-rendered? • Level of control • Importance in scene (hero object or background object?) • Skill level of user/artist • Other

  10. Choosing an option based on needs: Dedicated software packages best when you need to have individual plants look as realistic as possible -larger file sizes and steeper learning curve weighed against larger range of controls over design -the need to export to another package might limit options for animation and texturing once outside of the originating software Terrain generators best when you are trying to create extensive landscapes -they are optimized for reducing poly count and rendering a large amount of geometry efficiently -the plants may not hold up to scrutiny when viewed up close

  11. Plug-ins for 3D software -uses controls and an interface you’re already familiar with -may provide a limited range of options for building plants Custom software -expensive and time consuming to create and maintain -provides ultimate control over the design and pipeline -may build in control not available in any other option Note about creating custom software;      If trees or plants are a big part of pipeline, then it may makes sense to create custom software (ex. for Over the Hedge), but many VXF companies will use already created software or plug-ins because it is more economical – they want realism, but since trees are usually a background object, they don’t need that extra level of control/detail.  In general VFX companies are more likely to use already created packages and write small extensions because they create realistic looking plants where fully animated features need plants/foliage that match the style of the movie, not necessarily realism.

  12. Areas of Future Development Biological research & scientific applications - accuracy at different levels of scale • Real-time animation of trees for games applications • looking at how trees/plant react to forces other than wind and gravity Image based plant generation systems - using images or sketching methods to generate plants Advanced texturing and lighting models - creating realistic looking leaves at close range

  13. References Discoe, B., Virtual Terrain Project. Available from: http://www.vterrain.org/ [Accessed May 14, 2009] Deussen, O., Hanrahan, P., Lintermann, B., Měch, R., Pharr, M., and Prusinkiewicz, P. 1998. Realistic modeling and rendering of plant ecosystems. In Proceedings of the 25th Annual Conference on Computer Graphics and interactive Techniques . New York, NY: ACM. Available from: http://doi.acm.org/10.1145/280814.280898 [Accessed May 14, 2009] Kolve, C., Sprenger, C., Humphreys, M., and Chapman, F. 2008. Large scale foliage animation for The Ruins. In ACM SIGGRAPH 2008 Talks (Los Angeles, California, August 11 - 15, 2008)., New York, NY: ACM. Available from: http://doi.acm.org/10.1145/1401032.1401103 [Accessed May 14, 2009] Tartaglia, B., Wilson, R., Tan, O., Peterson, S., and Gibbs, J. 2006. A procedural modeling workflow for "Over the Hedge" foliage. In ACM SIGGRAPH 2006 Sketches (Boston, Massachusetts, July 30 - August 03, 2006, pg.49). New York, NY: ACM. Available from: http://doi.acm.org/10.1145/1179849.1179910 [Accessed May 14, 2009] Quan, L., Tan, P., Zeng, G., Yuan, L., Wang, J., and Kang, S. B. 2006. Image-based plant modeling. In ACM SIGGRAPH 2006 Papers (Boston, Massachusetts, July 30 - August 03, 2006, pgs. 599-604). New York, NY: ACM. Available from: http://doi.acm.org/10.1145/1179352.1141929 [Accessed May 14, 2009] Click on any of the images to be directed to their source webpage.

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