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Approximate ImageBased TreeModeling using Particle Flows

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Approximate Image-Based. Tree-Modeling using Particle Flows. Boris Neubert, Thomas Franken, Oliver ... performing alpha matting [Poisson matting, SIGGRAPH 2004] ... – PowerPoint PPT presentation

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Title: Approximate ImageBased TreeModeling using Particle Flows


1
Approximate Image-Based Tree-Modeling using
Particle Flows
  • Boris Neubert, Thomas Franken, Oliver Deussen
  • University of Konstanz
  • SIGGRAPH 2007

2
Abstract
  • A set of input photographs
  • Result 3D tree models

3
Outline
  • Introduction
  • Related Work
  • Overview
  • Pre-processing
  • Creating of the voxel model
  • Particle Tracing
  • The Direction Field
  • Creating the Tree Geometry
  • Result and Discussion
  • Conclusions and future work

4
Introduction
  • Image-based modeling methods
  • qualified approximations
  • avoid numerical problems
  • Input
  • a small set of photographs of a tree taken from
    different views

5
Introduction
  • use particle simulation to generate tree skeleton
  • create a 3D surface model from the given tree
  • automatic image-based construction
  • possible to interactively guide the method to a
    desired result
  • paint densities
  • change directions for particle simulation

6
Related Work
  • Classical tree modeling
  • rule-based
  • L-system
  • small changes of values might cause large changes
    in the overall shape
  • a large set of parameters has to be defined

7
Related Work
  • Classical tree modeling
  • procedural approaches
  • Real time design and animation of fractal
    plants and trees, SIGGRAPH 86
  • Plant models faithful to botanical
    structure and development, SIGGRAPH 88
  • Creation and rendering of realistic trees,
  • SIGGRAPH 95
  • limit the amount of adjustable parameters for the
    user

8
Related Work
  • Classical tree modeling
  • Xfrog system
  • Interactive modeling of plants, IEEE
    Computer Graphics and Applications 1999
  • procedural elements are combined using a simple
    rule system
  • allows faster modeling
  • the number of parameters is still large

9
Related Work
  • Image-based modeling
  • Volumetric reconstruction and interactive
    rendering of trees from photographs, SIGGRAPH
    2004
  • visualization only , unable for animation or
    editing
  • not easy to show the tree under various lighting
    conditions

10
Overview
  • particle simulation
  • external constraints from input images
  • internal botanical restrictions
  • Pre-processing
  • separate the tree from the background
  • compute a 2D attractor graph
  • Creating of the voxel model
  • fill a voxel-grid with density values

11
Overview
  • Computation of direction field
  • use the 2D attractor graphs to create direction
    fields
  • Particle simulation
  • obtain the main tree skeleton in form of a 3D
    graph
  • Creating the Tree Geometry
  • The tree skeleton is now converted into 3D
    geometry using allometric rules

12
Outline
  • Introduction
  • Related Work
  • Overview
  • Pre-processing
  • Creating of the voxel model
  • Particle Tracing
  • The Direction Field
  • Creating the Tree Geometry
  • Result and Discussion
  • Conclusions and future work

13
Pre-processing
  • separate the tree from the background
  • performing alpha matting
  • Poisson matting, SIGGRAPH 2004
  • not fully automatic
  • user create an initial trimap
  • the pixels of the object
  • pixels of the background
  • an uncertainty region

14
Pre-processing
  • separate the tree from the background
  • performing alpha matting
  • Poisson matting, SIGGRAPH 2004
  • selecting pixels with appropriate colors in the
    input images
  • use the result as a density estimation of the
    tree for the corresponding view

15
Pre-processing
  • find the underlying tree skeleton in the
    corresponding view
  • Livewire approach
  • Color lesion boundary detection using live
    wire,
  • Proceedings of SPIE Medical Imaging 2005
  • a target point
  • the foot point of the tree
  • seed points
  • randomly selecting points on the tree silhouette
  • starts at each seed point and finds a path to
    reach the target point

16
Pre-processing
  • The attractor graph

17
Outline
  • Introduction
  • Related Work
  • Overview
  • Pre-processing
  • Creating of the voxel model
  • Particle Tracing
  • The Direction Field
  • Creating the Tree Geometry
  • Result and Discussion
  • Conclusions and future work

18
Creating of the voxel model
  • construct an initial 3D estimation of the plant
    volume that encompasses a voxel grid
  • Volumetric reconstruction and interactive
    rendering of trees from photographs, SIGGRAPH
    2004
  • Initial density values for the voxels are
    estimated from the input photographs
  • project the voxel back onto each input image to
    initialize the density ai for the i-th voxel Vi

19
Creating of the voxel model
  • reconstruct the density values of the volume grid
    V
  • Optical models for direct volume rendering, IEEE
  • TVCG 1995
  • discrete form of the volume rendering equation

?j is the transparency of voxel j bk is the
light emittedfrom the k-th voxel
20
Creating of the voxel model
  • reconstruct the density values of the volume grid
    V
  • Optical models for direct volume rendering, IEEE
  • TVCG 1995
  • discrete form of the volume rendering equation

?j is the transparency of voxel j bk is the
light emittedfrom the k-th voxel
21
Outline
  • Introduction
  • Related Work
  • Overview
  • Pre-processing
  • Creating of the voxel model
  • Particle Tracing
  • The Direction Field
  • Creating the Tree Geometry
  • Result and Discussion
  • Conclusions and future work

22
Particle Tracing
  • create initial particle positions for the main
    tree skeleton
  • the particles are placed randomly in the voxels
    in proportion to their density
  • for medium-sized trees use 5001000 particles
  • introduce the attractor graphs to particle
    tracing
  • Particle systems for plant modeling, Plant
    Growth
  • Modeling and Applications 2003
  • the positions of the particles are updated
  • according to their mass and external forces

23
Particle Tracing
  • particle attraction
  • particles close to each other are forced to join
    and subsequently move forward together
  • search the nearest neighbor for each particle and
    combine them if their distance is below a given
    threshold
  • the particles are directed towards the tree
    basis
  • and towards their respective nearest
    neighbors

24
Outline
  • Introduction
  • Related Work
  • Overview
  • Pre-processing
  • Creating of the voxel model
  • Particle Tracing
  • The Direction Field
  • Creating the Tree Geometry
  • Result and Discussion
  • Conclusions and future work

25
The Direction Field
  • direct the particles moving towards the attractor
    graphs that correspond to these input images
  • apply a distance transform to the attractor graph
  • compute the tangential vector of the graph ti,j
    at position gi, j

for each position xi, j in the direction field
the closest point on the attractor graph gi, j is
computed
26
The Direction Field
  • direct the particles moving towards the attractor
    graphs that correspond to these input images
  • compute direction vector fij as external force on
    a particle close to xi,j
  • particles far away from the graph are directed
    towards gi, j
  • particles close to the graph into the tangential
    direction ti, j in gi, j

the blending function h(d) depends on the
distance d vi, j
27
The Direction Field
28
Outline
  • Introduction
  • Related Work
  • Overview
  • Pre-processing
  • Creating of the voxel model
  • Particle Tracing
  • The Direction Field
  • Creating the Tree Geometry
  • Result and Discussion
  • Conclusions and future work

29
Creating the Tree Geometry
  • convert 3D graph that represents the main
    branching structure into 3D geometry
  • assign each branch a thickness
  • introduce appropriate geometry to the branchs
  • store a number indicating how many particles were
    combined to form this segment
  • Digital Design of Nature Computer
    Generated Plants and Organics, 2005

r is the radius of the main branch ri are the
radii of the branching twigs a is a constant
30
Creating the Tree Geometry
  • convert 3D graph that represents the main
    branching structure into 3D geometry
  • connect discs of the required thickness that are
    positioned along the branch in certain distances
    and that are oriented perpendicular to the branch
  • use photographs of natural leaves to create the
    foliage texture

31
Result and Discussion
  • standard PC with 3 GHz
  • The flow simulation needs about 510 seconds for
    10002000 particles and 200 iterations

32
Conclusions and future work
  • a new image-based modeling method for 3D tree
    geometry runs at interactive rates
  • capture branching patterns and density
    distributions
  • adapt particle simulation with direction field
  • with Level-of-Detail data structures
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