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        "title": "Real-Time Rendering and Animation of Trees",
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        "abstract": "This demonstration combines novel methods for physically accurate yet efficient rendering and animation of trees under dynamic lighting conditions. A new leaf shading method is used that models the high-frequency structures such as veins and bulges to reproduce all important lighting attributes on a physical basis. Those structures are also used to calculate the translucency of leaves, which is modeled with physically based subsurface scattering, incorporating self-shadowing, thickness variations and varying albedo. This allows consistent reflective and translucent shading without constraining lighting or animation for close-up views. The individual deformation and animation of leaves and branches is defined by their physical properties such as shape and elasticity. A structural mechanics model is solved and combined with a length correction to achieve a physically plausible bending. To model the tree-wind interaction, a spectral approach is applied that allows for a physically guided animation as well as a high level of control. The applied methods have been published in \"Physically Based Real-time Translucency for Leaves (EGSR 2007)\" and \"Physically Guided Animation of Trees (Eurographics 2009)\". ",
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        "title": "Real-Time Rendering of Dynamic Vegetation",
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        "abstract": "Plants are present in almost any type of interactive virtual environment like\r\nvideo games, movie pre-visualization or architectural or urban walkthroughs.\r\nThe simulation complexity of plants increases with the evolution of graphics\r\nhardware, but rendering of plants still poses a lot of challenges. This is\r\ndue to both the inherent geometric complexity of an individual tree having\r\nthousands of branches and tens of thousands of leaves, and the complex\r\nlight interactions between the plant and sunlight. A portion of incoming\r\nlight is transmitted through leaves, resulting in the bright translucency e\u000bect\r\nobserved when looking at a leaf against the sun. Animating plants is another\r\nchallenge, as thousands of interconnected branches and individual leaves have\r\nto react to turbulent wind moving through the treetop. All this should\r\nbe performed at more than 60 frames per second for real-time interactive\r\napplications.\r\nThis thesis presents novel algorithms to render leaves at very high detail\r\nwith a physically based translucency model and to animate branches and\r\nleaves using a stochastic approach based on their physical properties. Both\r\nalgorithms are executed entirely on the GPU in vertex and pixel shaders,\r\nso they can be easily integrated into any modern rendering pipeline. The\r\ne\u000eciency of the algorithms allows rendering and animating highly detailed\r\nplants with thousands of branches and tens of thousands of leaves at a frame\r\nrate of at 60 frames per second.",
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        "title": "Physically Guided Animation of Trees",
        "date": "2009-03",
        "abstract": "This paper presents a new method to animate the interaction of a tree with wind both realistically and in real time. The main idea is to combine statistical observations with physical properties in two major parts of tree animation. First, the interaction of a single branch with the forces applied to it is approximated by a novel efficient two step nonlinear deformation method, allowing arbitrary continuous deformations and circumventing the need to segment a branch to model its deformation behavior.\nSecond, the interaction of wind with the dynamic system representing a tree is statistically\nmodeled. By precomputing the response function of branches to turbulent wind in frequency\nspace, the motion of a branch can be synthesized efficiently by sampling a 2D motion texture.\n\nUsing a hierarchical form of vertex displacement, both methods can be combined in a single vertex shader, fully leveraging the power of modern GPUs\nto realistically animate thousands of branches and ten thousands of leaves at practically no cost.",
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        "title": "Physically Based Real-Time Translucency for Leaves",
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        "abstract": "This paper presents a new shading model for real-time rendering of plant leaves that reproduces all important attributes of a leaf and allows for a large number of leaves to be shaded. In particular, we use a physically based model for accurate subsurface scattering on the translucent side of directly lit leaves. For real-time rendering of this model, we formulate it as an image convolution process and express the result in an efficient directional basis that is fast to evaluate. We also propose a data  acquisition method for leaves that uses off-the-shelf devices.",
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