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EcoBrush: Interactive Control of Visually Consistent Large‐Scale Ecosystems
Author(s) -
Gain J.,
Long H.,
Cordonnier G.,
Cani M.P.
Publication year - 2017
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/cgf.13107
Subject(s) - computer science , terrain , biome , ecosystem , palette (painting) , scale (ratio) , ecology , geography , cartography , biology , operating system
One challenge in portraying large‐scale natural scenes in virtual environments is specifying the attributes of plants, such as species, size and placement, in a way that respects the features of natural ecosystems, while remaining computationally tractable and allowing user design. To address this, we combine ecosystem simulation with a distribution analysis of the resulting plant attributes to create biome‐specific databases, indexed by terrain conditions, such as temperature, rainfall, sunlight and slope. For a specific terrain, interpolated entries are drawn from this database and used to interactively synthesize a full ecosystem, while retaining the fidelity of the original simulations. A painting interface supplies users with semantic brushes for locally adjusting ecosystem age, plant density and variability, as well as optionally picking from a palette of precomputed distributions. Since these brushes are keyed to the underlying terrain properties a balance between user control and real‐world consistency is maintained. Our system can be be used to interactively design ecosystems up to 5 × 5 km 2 in extent, or to automatically generate even larger ecosystems in a fraction of the time of a full simulation, while demonstrating known properties from plant ecology such as succession, self‐thinning, and underbrush, across a variety of biomes.

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