Abstract
Group of plants, such as forest, grass-land, and garden, are necessary parts of natural scenes. Due to the large varieties and their natural complexity in geometry, modeling and rendering of large scenes with many plants are difficult and with challenge, which are limited by the capabilities of current graphics hardware. The objective of this study is to present a fast algorithm to simulate a virtual tomato garden based on GPUs acceleration. Parametric L-system is used to describe the topological structure of individual tomato plants. Vertex shader and fragment shader are utilized to do the computing of graphical interpretation of generated strings and the calculation of texture, light, and color of different organs, respectively. Moreover, level of detail is employed to describe different simulation level according to distance between the plant position and the viewpoint. The experiment results show that the proposed method can not only simulate the natural scene of tomato garden, but also can visually simulate the interactive behaviors between tomato plants and environmental factors.
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Ding, W., Jin, H., Xu, L., Cheng, Z. (2012). Realistic Simulation of Tomato Garden Based on GPU. In: Xiao, T., Zhang, L., Fei, M. (eds) AsiaSim 2012. AsiaSim 2012. Communications in Computer and Information Science, vol 325. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-34387-2_42
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DOI: https://doi.org/10.1007/978-3-642-34387-2_42
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-34386-5
Online ISBN: 978-3-642-34387-2
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