Abstract
Simulating the motion of a tree in the wind is a difficult problem because of the complexity of the tree’s geometry and its associated wind dynamics. Physically-based animation of trees in the wind is computationally expensive, while noise-based approaches ignore important global effects, such as sheltering. Motion capture may help solve these problems. In this paper, we present new approaches to inferring a skeleton from tree motion data and repairing motion data using a rigid body model. While the rigid body model can be used to extract data, the data contains many gaps and errors for branches that bend. Motion data repair is critical because trees are not rigid bodies. These ideas allow the reconstruction of tree motion including global effects but without a complex physical model.
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Long, J., Reimschussel, C., Britton, O., Hall, A., Jones, M. (2010). Motion Capture for a Natural Tree in the Wind. In: Boulic, R., Chrysanthou, Y., Komura, T. (eds) Motion in Games. MIG 2010. Lecture Notes in Computer Science, vol 6459. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-16958-8_16
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DOI: https://doi.org/10.1007/978-3-642-16958-8_16
Publisher Name: Springer, Berlin, Heidelberg
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