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ABSTRACT
In this paper we describe a method for simulating motion of realistically complex plants interactively. We use a precomputation stage to generate the plant structure, along with a set of simulation levels of detail. The levels of detail are made by continuously grouping branches starting from the tips of the branches and working toward the trunk. Grouped branches are simulated as single branches that have similar simulation characteristics to the original branches. During run-time, we traverse the plant and determine the allowable error in the simulation of branch motion. This allows us to choose the appropriate simulation level of detail and we provide smooth transitions from level to level. Our level of detail approach affects only the simulation parameters, allowing geometry to be handled independently. Using this method we can significantly improve simulation times for complex trees.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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