2016
DOI: 10.3390/sym8090093
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Modeling and Optimization of a Tree Based on Virtual Reality for Immersive Virtual Landscape Generation

Abstract: This study proposes a modeling method that can effectively generate multiple diverse digital trees for creating immersive virtual landscape based on virtual reality and an optimization method for real-time rendering. The proposed method simplifies a process of procedures from growth of tree models to the generation of the three-dimensional branch geometric model. Here, the procedural branch graph (PBG) algorithm is proposed, which simultaneously and effectively generates diverse trees that have a similar branc… Show more

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Cited by 19 publications
(29 citation statements)
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“…A large number of polygons is problematic as it requires a large amount of processing which slows down the VR system significantly (Marks et al 2014). A VR model with more polygons reduces the rendering speed of the system, causing delayed display of the scene following the user's head movement (Kim 2016). This affects a VR system's ability to provide immersive experiences, and is known to induce simulator sickness (Kim 2016).…”
Section: Fig 1 Summary Of Research Processes and Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…A large number of polygons is problematic as it requires a large amount of processing which slows down the VR system significantly (Marks et al 2014). A VR model with more polygons reduces the rendering speed of the system, causing delayed display of the scene following the user's head movement (Kim 2016). This affects a VR system's ability to provide immersive experiences, and is known to induce simulator sickness (Kim 2016).…”
Section: Fig 1 Summary Of Research Processes and Resultsmentioning
confidence: 99%
“…A VR model with more polygons reduces the rendering speed of the system, causing delayed display of the scene following the user's head movement (Kim 2016). This affects a VR system's ability to provide immersive experiences, and is known to induce simulator sickness (Kim 2016). To prevent this problem, model optimization tools [e.g., Level of Detail (LOD)] that reduce the number of polygons rendered for an object (Yilmaz et al 2004) are used.…”
Section: Fig 1 Summary Of Research Processes and Resultsmentioning
confidence: 99%
“…Dylla et al used procedural modeling to study the reconstruction of Rome as a virtual city. Kim also studied ways of effectively expressing VR‐based landscape by automatically generating diverse trees through procedural modeling. Most such research, however, considers real‐time systems, like games, as their application boundaries and does not account for the technical factors (refresh rate, fps, etc.)…”
Section: Previous Workmentioning
confidence: 99%
“…Nevertheless, research on creating complex virtual spaces is essential because VR technology is applied to many areas, ranging from fine arts to architectural design. To this end, there are studies on the automatic creation of unique virtual scenes that are complex in structure, including urban spaces or virtual landscapes in procedural structures …”
Section: Introductionmentioning
confidence: 99%
“…When we take a look at the practical application of methods for tree and plant generation, one can see that the most commonly used tools Xfrog [64] or Speedtree [65] reach impressive results. In [66], the authors propose a procedural branch graph (PBG) approach that creates diverse trees with the same branch structure at different LODs (Level of Detail). Further state-of-the-art research such as [58,67,68] confirms the high maturity level of this research area.…”
Section: Generation Of Vegetationmentioning
confidence: 99%