Tree Modeling With Real Tree-Parts Examples: Ke Xie, Feilong Yan, Andrei Sharf, Oliver Deussen, Baoquan Chen, Hui Huang
Tree Modeling With Real Tree-Parts Examples: Ke Xie, Feilong Yan, Andrei Sharf, Oliver Deussen, Baoquan Chen, Hui Huang
Abstract—We introduce a 3D tree modeling technique that utilizes examples of real trees to enhance tree creation with realistic
structures and fine-level details. In contrast to previous works that use smooth generalized cylinders to represent tree branches, our
method generates realistic looking tree models with complex branching geometry by employing an exemplar database consisting of
real-life trees reconstructed from scanned data. These trees are sliced into representative parts (denoted as tree-cuts), representing
trunk logs and branching structures. In the modeling process, tree-cuts are positioned in space in an intuitive manner, serving as
efficient proxies that guide the creation of the complete tree. Allometry rules are taken into account to ensure reasonable relations
between adjacent branches. Realism is further enhanced by automatically transferring geometric textures from our database onto tree
branches as well as by guided growing of foliage. Our results demonstrate the complexity and variety of trees that can be generated
with our method within few minutes. We carry a user study to test the effectiveness of our modeling technique.
F
1 I NTRODUCTION
Fig. 1. Using tree parts from our data-base (left) we model a complete detailed ficus (mid), and increase its realism with geometric texture and
foliage (right). The two zoomed images show the geometric complexity of the generated tree using only few tree-cuts.
Fig. 2. Interactive modeling sequence of a Populus tree. Tree-cuts from a real tree are selected and placed in space (a) leading to a temporal trunk
model (b), to which the user adds more cuts yielding a full tree model (c). Lobes are scribbled to guide the foliage growth in the final tree (d).
implicit functions to model branchings and full trees. Op- within envelope surfaces created from a single image or
penheimer [9] uses a fractal model to describe the overall user sketches by applying some heuristics on the tree for-
geometry and bark structure of a tree. Holton [10] uses m. Palubicki et al. [18] generate realistic models of trees
Leonardo da Vinci’s proportion rules to describe a botani- and shrubs using a self-organizing process which simulates
cally valid branching pattern. He defines a tree by strands the competition of branches for light and space. Wither et
growing from the root to leaves. The cross sectional area of al. [19] sketch foliage contours to guide the distribution
a branch is defined by the sum of cross sectional areas of of 3D branches while accounting for additional botanical
its contained strands. Boudon et al. [11] present a method constraints. Their sketching system applies from the scale of
for managing the multitude of parameters involved in pro- a leaf to the scale of an entire tree.
cedural plant modeling. They represent trees as multi-scale With scanning technology becoming available, ap-
graphs and design interactive tools to edit trees on them. proaches for 3D tree reconstruction from point sets emerged.
Nevertheless, such generation methods are time consuming, Xu et al. [20] cluster edges in a spanning graph to recon-
hard to control and require a high level of expertise. In con- struct the tree skeleton while leaves are randomly added
trast, our method is straightforward and intuitive, allowing to the fine branches. Livny et al. [5] use this technology and
to easily guide and predict the resulting tree models. reconstruct tree skeletons from point clouds of multiple trees
There have been many attempts to utilize 3D recon- by computing minimal spanning graphs. In a subsequent
struction techniques from 2D photos in the context of tree work, they separate the base tree skeleton and the proce-
modeling. Reche-Martinez et al. [12] use registered photos durally reconstructible smaller parts of the tree [6]. Pirk
to generate a volumetric representation of the tree canopy et al. [21] convert this representation into a dynamic data
and its branches and twigs. Neubert et al. [13] improve this structure that allows trees to react to their environment.
by using only loosely arranged input images and a particle- Bucksch et al. [22], [23] use a space partitioning method
system to produce small branches. Other approaches [14], to cluster points and form a skeleton by connecting adjacent
[15] extract visual hulls from the input images and use L- clusters. Côté et al. [24] synthesize minor tree and leaf
Systems to synthesize branches within these hulls. geometry on reconstructed branches based on light scatter-
Other methods [16], [17] infer the branching structures ing properties obtained from intensity data. Roumonen et
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 3
(a) (b)
3 OVERVIEW
In a preprocessing step, we create a database of 3D real-
life trees which we capture using scanning devices and
reconstruct into 3D meshes. Our method focuses on the
modeling of branch geometries and therefore trees in the DB
Fig. 3. A snapshot of part of our tree-cuts repository currently consisting
are stored without the foliage. We allow the user to create
of more than 200 exemplars from a variety of 15 tree species.
tree-branching exemplars simply by drawing 2D scribbles
around tree parts and cutting them out. For each tree
al. [25] reconstruct branches by locally reconstructing patch- species, its tree-cuts (including branches and ramifications)
es that are then combined into the branches. Recently Zhang are stored in a data repository and suggested to the user
et al. [26] model a 3D tree by reconstructing cylindrical while modeling a tree. Having 100-200 cuts for each species
branches from a single scan of a tree combined with user is typically sufficient to create expressive trees with large
assistance. variety and complex structures (Figure 3).
Modeling operations merely consists of selecting tree-
Two-dimensional sketches have been previously used
cuts from the repository and positioning them in 3D space.
for interactive design and editing of 3D trees and branch-
To effectively browse and suggest tree-cut candidates from
ings. Okabe et al. [27] reconstruct 3D branching skele-
the repository, the user may coarsely sketch a branch shape
tons from 2D sketches by maximizing distances between
and topology which is then matched against our DB, retriev-
branches. Additional gesture-based editing allows the user
ing the top matching candidates (Figure 4).
to apply further modification of the tree skeleton. Chen et
As tree cuts are selected and positioned in the scene, they
al. [3] model trees from 2D sketches while accounting for ad-
connect to existing structures based on shortest-distance.
ditional tree constraints from a data-base using probabilistic
Our method provides the user with immediate feedback by
optimization.
computing an interpolatory surface approximation of the
Recently, Longay et al. [28] combined procedural trees final tree branch structure on-the-fly. Essentially, a tree cut
with user interaction to generate complex, realistic-looking may connect to one or more cuts, forming various bifur-
tree models. Thus, models are generated through a self- cations in a generalized manner. During this process scale
organization procedural process which the user controls and orientations of tree cuts are continuously updated while
through several indirect parameters as well as directly guid- imposing allometry rules to account for botanical realism.
ing its overall form. In general, these methods utilize 2D Once the required overall branching structure is reached,
sketches as means to guide tree model creation, however the user finalizes the model and a fine tree structure is gen-
explicit control of the tree structure is limited. In contrast, erated. In this step, we compute a valid mesh by removing
our method is inherently 3D, using tree examples to explic- intersecting branches and remeshing discontinuous bifur-
itly control the tree creation process. Thus, the user directly cations. To increase the realism levels, branches’ endpoints
models the complex branching structures through the u- are enhanced with leaves and foliage. The user controls
tilization of existing tree-exemplars in a relatively simple their growth by scribbling lobes that are automatically filled
manner. with foliage, in the spirit of [6] . Furthermore, we transfer
Within our framework we can utilize reconstructed trees geometric texture from real-life 3D bark exemplars in our
as well as artificial ones as input in an example-based tree repository onto the synthesized branches.
creation framework. Similarly, Sharf et al. [29] and Harary
et al. [30] use shape parts as exemplars for hole filling
and shape completion. In the same context, Funkhouser et 4 T ECHNICAL D ETAILS
al. [31], Merrel et al. [32] and Marechal et al. [33] synthesize In a preprocessing step, we create a database of real-life
the 3D geometry of parts for the creation of new shapes 3D trees by scanning and reconstructing the tree models.
in an example-driven manner. Our work follows in this We use a commercial handheld mid-range structure light
path, using real-life tree parts to enhance tree creation and scanner and capture a tree by manually scanning it from
leverage the level of realism. In contrast to general synthesis different views. We then register the scans together and
approaches, ours accounts for tree-specific properties such reconstruct the 3D tree model using Poisson reconstruc-
as cylinder-shaped branches, fine bark geometry and allom- tion [34]. Since trees vary to a large extent in their shape,
etry rules. even within one species, and to enrich our database we
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 4
Fig. 8. Given an input bifurcation (a), we change the diameter and angle
Fig. 7. Bifurcation generation. Original bifurcation with intersection (left),
of its branches conforming to allometry constrains (b). In (c-d) we show
its mesh reconstruction (mid) and zoom in on remeshed intersection
their 3D counterpart.
(right).
TABLE 1
Modeling time for the different trees.
Fig. 11. Interactive foliage modeling. Main branches computed from user tree-cuts (a) are enhanced with user sketched lobes (b). In the lobe volume
we grow twigs in a recursive manner for 4 iterations (c). Tiny branchlets and leaves are added to twigs endpoints (d).
Fig. 12. Modeling a Ficus tree with complex branching structures and geometric variety. Left-to-right are the tree-cuts, detailed views on the cuts
and their completion, full tree structure and complete tree with foliage.
position is very low even for complex trees, demonstrating to represent the Ficus faithfully.
the expressiveness of our technique. We run our method on We demonstrate that our method can be used to enhance
a QuadCore Intel i5-3210M CPU 2.5Ghz with 4GB RAM. All the realism of results generated by state-of-art systems. In
trees are well detailed, represented by a large number of Figure 14(a) we inflate a cylindrical skeleton and transfer
triangles. geometric details from our database, resulting in a realistic
Figure 1 shows excerpts from a modeling sequence tree with rich surface geometries. In Figure 14(b), we re-
demonstrating the mid-grain level of our tool, balancing model a tree generated by the commercial software Xfrog.
between fine-level quality details and effectiveness. Here, Obviously, since we use tree-cuts from real tree examples,
only a small number of tree cuts is sufficient to generate a our method generates more compelling, realistic and com-
detailed and complex branching structure. In Figure 2 some plex tree geometry. In Figure 14(c), we re-model a bonsai tree
more details about the tree-cuts and the 2D sketching for the created using Google Sketchup. The side-by-side compari-
lobe construction are given. son suggests utilizing our method to transform low-quality
Figure 13 demonstrates the modeling power of our tech- tree models into realistic models with high-level details and
nique compared with real-life trees. In 13 (top) we model a complex structures.
bonsai tree by following and approximating its 3D structure Our tree-cut editing framework is not restricted to cut
from a 2D photograph. Similarly, in 13 (bottom), we model connecting operations. In Figure 15 we demonstrate con-
a dense Cercis tree. We are also able to reproduce even the necting a set of tree-cuts to arbitrary regions on the surface
highly dense branching structure at the top of the tree by of a main trunk. Our method is general and merely requires
simply positioning small branches without much effort. to define positions on the surface. Our method then defines
In Figures 1, 12 we modeled two realistic Ficus trees, a local loop on the surface which connects to the tree-cuts
zooming into their geometric fine details and branch struc- using the the same process.
tures. From a relatively small number of interactive edits, We also compare our method with professional tree
mostly positioning of tree cuts, we obtain a fairly complex editing systems. We asked an expert tree modeler to model
branching structure with large variety and enough details a tree similar to 16 (a,b) in terms of number of branches
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 8
Fig. 13. Modeling of Bonsai (top) and Cercis (bottom) trees from given 2D photographs. Left-to-right, the 2D photograph, input tree-cuts, full tree
structure and with foliage.
Fig. 14. Realism enhancement of existing trees: in (a) we enhance a simple skeleton (left) with geometric texture (right). Tree models from Xfrog
(left of (b)) and Google Sketchup (left of (c)) are re-modeled using our tree-cuts and geometric detail (right of (b) and (c)).
and their configuration. Using Xfrog and ZBrush it took connection of the cuts and the lobe-based modeling of small
the modeler more than 2 hours to create the tree model structures easy and intuitive.
in Figure 16 (c,d). Their main efforts lied in editing and To evaluate controllability and expressiveness factors,
adjusting the tree to match the target tree. In contrast, we designed two tests for each participant. First, modeling
using our method, it took approximately 20 minutes to a tree from a photo within a bounded time of 5 minutes. We
generate similar looking branching structures in terms of observe that the resulting models bear good resemblance
their configuration and complexity. with the target photo (see Figure 17). Second, creating at
least two complex and expressive trees in a bounded time
5.1 User Study. of 20 minutes. Figure 18 summarizes these results where
eight out of ten participants are able to generate three trees
We performed a user study to obtain feedback and evaluate
given 20 minutes. The gallery in Figure 18 demonstrates the
our system. Ten non-professional participants received a
large expressivity of our tool as a large variety of complex
short introductory to the system (10 minutes). Our tool
trees was accomplished in a relatively short time.
requires not more than two basic interaction actions of cut-
positioning in 3D and specifying branch connections. The
subjects had basic modeling experience, thus they familiar- 6 C ONCLUSIONS AND FUTURE WORK
ized easily with the system and reported no problems with We presented an example-based method for generating
positioning and orienting cuts in 3D. All subjects found the realistic tree models with complex branching structures.
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 9
Fig. 15. Connecting branches arbitrary. Our system allows connecting branches to arbitrary surface regions. Here, the user loosely positions
tree-cuts in space which connect regions in the surface of a simple trunk.
Fig. 16. We compare a tree created by our tool (a,b) with a tree created professionally by Xfrog (c,d). While both trees resemble in terms of their
branching structures and geometric complexity, our tree was created faster and required less expertise.
Fig. 17. User study excerpts, showing photography guided tree models achieved by users. Small figures left to trees depict the applied tree-cuts.
From a collection of example tree models, sub-structures ning more trees from the real-world, but also by creative
(named tree-cuts) are extracted such that a new tree model editing of existing examples. Second, we plan to further
is produced after the user manually placed selected tree- make the user interaction more intuitive and effortless, so
cuts. Our system is capable of generating tree models that that the user is able to concentrate more on creativity. This
inherit geometry nuances of the example models, which are can be achieved by leveraging state-of-the-art procedural
normally missing in the existing systems, but are important methods and using the underlying procedural principles to
to human eyes for the perceived realism. suggest the placement of new tree-cuts. Third, our interac-
We were only able to acquire a subset of existing trees, tion could be further enhanced using a suggestive system
due to the limitations in scanning large tree structures in to assist tree editing. Specifically, our system would analyze
uncontrolled environments. Additionally, our system cur- the tree on-the-fly and suggest tree cuts at different locations
rently ignores the interrelations between branches, which based on the current status. Cuts may be automatically po-
may be computed using geometrical, physical, or biologi- sitioned and aligned at feasible locations, thus significantly
cal constraints. The system could be further amended by reducing the user’s workload.
tropisms and other global factors.
There are several ways to further improve our system.
First, our example-base can be enriched not only by scan-
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 10
Fig. 18. A gallery of 28 complex tree models generated by 10 user study participants using our interactive tree modeling tool within 20 minutes.
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