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Realistic placement of plants for virtual environments

  • Eugene Ch'ng*
  • *Corresponding author for this work

Research output: Journal PublicationArticlepeer-review

9 Citations (Scopus)

Abstract

Creating natural forest landscapes for virtual environments (VEs) requires basic knowledge of botany and ecology, without which the terrain might appear synthetic. Although tools such as scene editors have made designers' jobs easier, manually creating a natural-looking landscape is time-consuming. And, depending on the artist's knowledge, the results often don't follow the principles of ecology and spatially viable plant positioning. A proposed approach adopts lessons from ecological modeling to grow vegetation as ground cover for virtual outdoor scenes. It simulates ecologically and spatially realistic placement of plants, from which users can employ the XML-based position data to populate other 2D and 3D VEs. Simulation results show this approach's potential for more complex applications, such as real-time plant growth and state changes in VEs.

Original languageEnglish
Article number5445060
Pages (from-to)66-77
Number of pages12
JournalIEEE Computer Graphics and Applications
Volume31
Issue number4
DOIs
Publication statusPublished - 2011
Externally publishedYes

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 15 - Life on Land
    SDG 15 Life on Land

Free Keywords

  • abiotic factors
  • biotic factors
  • computer graphics
  • graphics and multimedia
  • growth algorithm
  • simulations
  • terrain
  • vegetation
  • virtual environments
  • virtual worlds

ASJC Scopus subject areas

  • Software
  • Computer Graphics and Computer-Aided Design

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