<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>C. Gasch[</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Multiresolution Foliage Rendering</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of New Imaging Technologies, Universitat Jaume I</institution>
          ,
          <addr-line>12006 Castellon</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>0000</year>
      </pub-date>
      <volume>0003</volume>
      <abstract>
        <p>This work presents a continuous level of detail representation of foliage of trees. Multiresolution modeling allows to adapt the number of polygons to render to the relevance of the object in the scene. However, foliage is represented by isolated polygons, so most of the multiresolution modeling methods do not work properly with this part of the tree. This paper presents a multiresolution model that allows to adapt the number of leaves to the relevance of the foliage in the scene. The criterion to select the appropriate leaves to render is based on a previously performed view-driven simpli cation. To adapt this parameter in real time, data structures and the necessary algorithms that allow us to extract the appropriate number of polygons are presented. Some tests have been developed to evaluate the proposed solution and results show the good performance of the presented continuous level of detail.</p>
      </abstract>
      <kwd-group>
        <kwd>Multiresolution modeling Foliage representation Level of detail</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Vegetation is an essential part of the outdoor environments in applications where
realism is a must. However, the vast amount of polygons that are required to
represent them makes their inclusion in interactive applications a problem. Level
of detail modelling has been con rmed as a solution to adapt the number of
polygons of the objects in real-time rendering of scenes. This technique manages
object representation while maintaining an adequate frame rate in real-time
rendering applications. Nevertheless, foliage of the plants are represented by
isolated polygons, so most of the multiresolution models in the literature can
not properly manage their representation. This problem does not occur when
the solid part of the plants, the trunk and the branches, are considered because
they are represented by continuous meshes.</p>
      <p>
        According to Ribelles et al. [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], multiresolution models can be classi ed in
discrete and continuous ones. The rst group provides the application with a set
of individual representations with di erent levels of detail. This technique has
been widely used and it is included in some game engines, such as Unity [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] or
      </p>
      <p>
        Unreal Engine [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The continuous multiresolution models allow the application
Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
to vary the number of polygons that represent the object in a smooth way [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        They avoid popping e ects because the change from one resolution to another
one is made in a continuous way. Both groups of multiresolution models are
based on simpli cation methods that have previously processed the geometry
of the object. This simpli cation process is performed o -line and results are
used to build the data structure that form the appropriate multiresolution
models. Simpli cation methods di er in the metrics they are based on. Because of
the fact that foliage is not represented by continuous meshes, the simpli cation
methods have to be adapted to this kind of representation. Some works have
been presented that deal with this part of the plants. They use metrics based on
geometry [
        <xref ref-type="bibr" rid="ref14 ref4">14, 4</xref>
        ] or based on view-point driven metrics [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        This paper proposes a continuous multiresolution model that allows
representing the foliage and adapting the number of polygons according to their
importance in the scene. The simpli cation method used to build this level of
detail structure is based on the image-based simpli cation presented by Gasch
et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], that uses metrics based on information theory [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. This method is
based on the leaf removal operation and, to avoid the pruning appearance, some
leaves that remain are resized. This last operation allows the visual look of the
foliage to be maintained as their level of detail is reduced.
      </p>
      <p>The proposed multiresolution model, as well as its level of detail extraction
algorithm, has been developed to be easily included in current game engines
in order to facilitate its use. A plug-in to be included in Unity 3D has been
implemented, so the test and experiments to evaluate the method have been
performed using this game engine. Obtained results show the good performance
of the proposed level of detail model.</p>
      <p>The paper is organized as follows. Section 2 considers the state of art related
to the existing techniques in the multiresolution modelling adapted to the
foliage. Section 3 brie y describes the model overview. Section 4 brie y reviews
the simpli cation method this multiresolution model is based on and then it
describes the data structure that stores the leaves of the whole representation.</p>
      <p>Next, Section 5 analyzes the rendering algorithms that perform the extraction
of the appropriate number of leaves that form the foliage representation. Section
6 describes the test that have been performed and analyzes the results obtained,
and nally, section 7 presents some conclusions and observations related to the
future work.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Previous work</title>
      <p>Some methods have appeared in the literature addressed to reduce the
complexity of the sparse component of the trees and plants. They can be classi ed
mainly in three groups, depending on the method they use to represent the
foliage: images, points or polygons.</p>
      <p>
        The rst group uses image-based representation to perform real time
rendering of plants [
        <xref ref-type="bibr" rid="ref10 ref12">10, 12</xref>
        ]. They considerably reduce the amount of required geometry,
but they are usually used to represent distant plants due to their parallax e ect.
      </p>
      <p>
        Methods based onpoint/line representation usually combine polygons to
construct hybrid models for trees. At close distances, the plant is represented by a
polygon. With increasing viewing distance, branch meshes will transform into
lines and leaves into points [
        <xref ref-type="bibr" rid="ref3 ref8">3, 8</xref>
        ].
      </p>
      <p>The last group in the classi cation uses the polygons to represent the plants,
regardless of the distance of the object to the viewer. However, di erent
compression techniques are used to reduce the amount of data to visualize. They
usually use di erent metrics to compute the o -line simpli cation that allows to
build the level of detail structure. These simpli cation methods can be based on
stochastic, geometry or image metrics. They condition the performance of the
multiresolution model.</p>
      <p>
        Traditionally, works in the literature perform a level of detail modelling by
means of multiresolution models built from simpli cation methods based on
geometric metrics [
        <xref ref-type="bibr" rid="ref13 ref15 ref4">15, 13, 4</xref>
        ]. However, due to the sparse distribution of the leaves
in the foliage, the metrics have to be adapted to this kind of meshes to ensure
good performance of the process. Remolar et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] present a simpli cation
method by collapsing points based on the Hausdor distance, comparing two
sets of points, using the shortest distance between a point and the set of points.
Deng et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] expand this method to simplify thin or broad leaves, integrating
both computations in an only simpli cation framework.
      </p>
      <p>
        Other works have appeared that apply stochastic simpli cation [
        <xref ref-type="bibr" rid="ref2 ref9">2, 9</xref>
        ] to
invisible parts of the foliage for performing the real time rendering. Dong et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]
propose a hybrid representation (HR) of a simpli ed tree model, which allows
to adaptively select simpli ed models according to the resolution of di erent
devices. Zhang et al [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] present a method that deals with forest visualization.
They represent trees by means of polygon meshes plus semi-transparent lines.
Line models with di erent transparencies are instanced on the GPU by merging
multiple tree samples into a single model.
      </p>
      <p>
        Image based simpli cation has been widely analyzed in literature. However,
most of the works deal with general meshes [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Gasch et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] present in
their last work a simpli cation method based on a viewpoint-driven metric that
uses the mutual information in order to choose the leaf to prune. Moreover, this
method avoids the pruned appearance of the tree because the error introduced
every time a leaf is pruned is compensated: the size of the nearest leaf is altered
to preserve the leafy appearance of the foliage. This simpli cation method has
been the one used to develop the presented work. Results obtained from gasch
et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] allows the user to obtain di erent approximations of the foliage of the
tree, obtaining a discrete multiresolution model. This work is addressed to obtain
continuous level of detail from the leaf simpli cation sequence obtained by the
application of the method presented in [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Model overview</title>
      <p>
        The presented continuous multiresolution model allows to adapt the number of
polygons that form the foliage in real time, according to its importance in the
scene. It is based on the Viewpoint-Driven Simpli cation (VDS) of Plant and
Tree Foliage [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The model stores the data obtained from the VDS method
in a data structure. As the viewer moves across the scene, vegetation elements
update their detail based on the distance to the viewer and the size of the area
they occupy on the nal image. To do this, some algorithms have been developed
that access to that data structure and adapt in real time the number of polygons
rendered to the appropriate view conditions. Algorithms add or remove leaves
from the current foliage representation and scale the rest that remain in the
foliage, reducing the rendering time required to ensure the realism of the scene.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Data Structure of the continuous multiresolution model</title>
      <p>The data structure of the continuous multiresolution model has been conditioned
by the results obtained from the VDS simpli cations model. So, a brief overview
of this method is exposed next.
4.1</p>
      <sec id="sec-4-1">
        <title>Review of the simpli cation algorithm</title>
        <p>
          The VDS simpli cation method allows simplifying the sparse part of the trees
and plants. To do this, it uses a metric based on a theoretical measurement of
information called viewpoint mutual information (VMI) [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. This metric
measures the degree of correlation between a set of points of view and the object to
be simpli ed. Using this metric, the method can get the error that occurs when
it is performed a modi cation to the object by comparing the result given by
the sum of all the points of view in the original object, with the modi ed one.
        </p>
        <p>The quality of the results when obtaining this error depends on the number
of points of view. To do this, the method uses a distribution of cameras placed
at the vertices of a dodecahedron.</p>
        <p>The simpli cation process is based on a pruning operation. To do this, in each
iteration, the method searches for the leaf that produces the least error when it
is eliminated. Once it is found, this leaf is removed and the process is repeated
until the desired level of simpli cation is reached. After determining the leaf to
be removed in each iteration, the closest leaf is searched for and scaled based on
the error introduced when it is eliminated and on the size of the removed leaf, as
shown in Figure 1. In this way the leafy appearance of the foliage is maintained.</p>
        <p>The results obtained by this method show that the use of the VMI metric
generates a pruning leaf order that prioritizes those leaves that are hidden from
any of the view-points used. Resulting from the simpli cation, foliage is emptied
from the inside out and the possible gaps that may appear are lled by scaling
the nearby leaves of the eliminated one.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Data structure</title>
        <p>Analyzing the VDS simpli cation method, a data structure has been designed
that stores all the data necessary to draw every one of the required level of detail.
This structure is shown below.</p>
        <p>S t r u c t L e a f f</p>
        <p>
          V e r t e x v e r t i c e s [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] ;
i n t l e a f T o S p l i t ;
i n t l e a f T o C o l l a p s e ;
f l o a t s c a l e ;
g
v e c t o r &lt;l e a f &gt; l e a v e s ;
        </p>
        <p>The vector leaves stores the list of all the leaves that form the foliage. The
order of storing the leaves is conditioned by the results obtained from the VDS
algorithm, so it represents the drawing sequence.</p>
        <p>All the data required to render a leaf is stored in the struct Leaf. It stores the
data required both to render the original size and to render when some resizing
is required. It is composed by:
{ vertices: It stores the vertices that form the leaf.
{ leafToSplit : The leaf that has to be modi ed by scaling its size when this
leaf is added from the current representation.
{ leafToCollapse: The leaf that has to be modi ed by scaling its size when this
leaf is removed from the current representation.</p>
        <p>{ scale: The amount that must vary the size of the leaf to be modi ed.
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Rendering algorithm</title>
      <p>Once all the required data are stored in the multiresolution model, the algorithms
that extract the appropriate level of detail have to be designed. They take into
consideration the distance of the plant to the point of view as well as the size of
that plant in the nal rendered frame. The target of the criterion is to improve
the quality of the render, so the closer the viewer is, the higher the realism has
to be. As the camera moves far from the plant, fewer polygons are required to
represent the foliage. The same case happens with the number of pixels used
to render the nal representation of the foliage: the importance of the plant in
the frame conditions the number of leaves that is required to ensure the good
quality of the nal rendering.</p>
      <p>These both criteria have been considered and codi ed in the formula shown
in Equation 1, that obtained the value LOD. It combines the value
distanceToViewer, obtained from the normalized distance (with a value between 0 and
1) between the center of the foliage and the camera position, and projectedArea,
that stores the size of the projected area of the foliage in the current frame.
Some constants (a, b) have been added to the equation to allow customizing the
relevance of every one of the criteria in the equation. In the test, they have been
set to 0:8 and 0:2 respectively, so the distance to the viewer has been considered
more relevant.</p>
      <p>LOD = distanceT oV iewer a + projectedArea b
(1)</p>
      <p>This LOD value is normalized and allows to obtain the number of leaves to
be nally rendered. Then, this number is compared with the one that is currently
being rendered, performing di erent actions in the case the number of leaves to
render is the same, fewer or higher than the currently number of leaves rendered.
The actions to be performed are conditioned by this comparison, so:
{ Same number of leaves : The level of detail to render is the same that is being
currently rendered, so no actions are required to be performed.
{ Fewer leaves to render : Some leaves have to be removed from the list to be
rendered and some of the ones that remain have to be resized.
{ Higher number of leaves : Some leaves have to be added to the nal
representation and some of the ones that are being rendered have to reduce their
size in order to undo the scaling.</p>
      <p>Algorithm 1 analyzes the process to follow in these cases. Every time the
process starts, the algorithm has to evaluate the relevance of the foliage in the
scene (LOD ). This value is used to extract the number of leaves to render in
this case newLeaf. Once this number has been obtained, it is determined if some
leaves have to be added to the current approximation or some leaves have to be
removed (collapse).</p>
      <p>The scaling process is already calculated by the simpli cation method and
saved in the structure used by this model to speed up the process and not
have to recalculate the scaling on each leaf. Each leaf, when removed or added,
only modi es another leaf (leafToModify), therefore, this model uses the leaves
themselves to save the scale values that a ect the other leaf, exchanging them
when necessary. First, the model di erentiates whether it is a leafCollapse or a
leafSplit. In the rst case, the scale value of the leaf to be modi ed is contained
in the leaf to be collapsed. Therefore, both leaves exchange their scales as shown
in Figure 2(a).</p>
      <p>In the second case, as seen in the gure 2(b), the added leaf retrieves its
original scale value from the nearby leaf. Which, in addition, also recovers its
scale. When this process has been performed, the algorithm render the list of
the leaves that form the current level of detail (Draw(LOD)).</p>
      <sec id="sec-5-1">
        <title>Algorithm 1 Process to extract the Level of Detail</title>
        <p>Function Extract(LOD) do
newLeaf = totalLeaves LOD;
if newLeaf &gt; currentLeaf then
for i = 0; i &lt; newLeaf currentLeaf ; i + + do
leaf Split(currentLeaf );
currentLeaf + +;
end for
else
for i = 0; i &lt; currentLeaf newLeaf ; i + + do
leaf Collapse(currentLeaf );
currentLeaf ;
end for
end if
end function
Function leaf Split(currentLeaf )
leaf T oSplit = leaves[currentLeaf ]:leaf T oSplit;
aux = leaves[currentLeaf ]:scale;
leaves[currentLeaf ]:scale = leaves[leaf T oM odif iy]:scale;
leaves[leaf T oM odif iy]:scale = aux;
end function
Function leaf Collapse(currentLeaf ) do
leaf T oCollapse = leaves[leaf ]:leaf T oCollapse;
aux = leaves[currentLeaf ]:scale;
leaves[currentLeaf ]:scale = leaves[leaf T oCollapse]:scale;
leaves[leaf T oCollapse]:scale = aux;
end function</p>
      </sec>
      <sec id="sec-5-2">
        <title>Algorithm 2 Process to render the Level of Detail</title>
        <p>Function Draw(LOD) do
lastLeave = totalLeaves LOD;
for i = 0; i &lt; lastLeave; i + + do</p>
        <p>drawLeave(i);
end for
end function
The experiments have been performed using a computer with an Intel Core
i73517U 2.40GHz processor with 8 GB RAM and AMD Radeon HD 8500M/8700M
graphics card. All the geometric models of plants that have been used in the
tests have been modeled using the commercial modeling tool Xfrog [35]. Unity
3D version 2018.2.7 was used to implement the model multiresolution and to
view the result.</p>
        <p>
          Three di erent vegetation species have been considered in the experiments:
English oak with 20,146 leaves, Carya illinoinensis with 8,059 leaves and Betula
populifolia with 12,140 leaves. The trunks and branches used have been simpli ed
by the method presented by [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], but they do not change during the execution of
the simpli cation process presented in this work.
        </p>
        <p>In order to validate the multiresolution model, tests have been carried out
with the three plant species separately and with forests formed by these species.
The performed test has analyzed each vegetable species individually. Every one
of them has been represented and then the camera has been moved away from
the model, adapting the level of detail of its representation according the formula
previously presented. Then, the temporal cost of performing the visualization of
the approximation have been calculated. This has been measured by obtaining
the frames per second (FPS) while the camera moves around a circular path that
surrounds the model. This circular path has increased the radius for performing
the experiments. The results obtained can be seen in Figure 3. As it can be
observed in the chart, initially there is a great di erence between the three
vegetable species due to the di erent number of leaves. However, as the camera
zooms out, and therefore the level of simpli cation increases, this di erence
decreases, further increasing the frames per second.</p>
        <p>*/</p>
        <p>Regarding the time used to extract the appropriate level of detail, it has been
measured in milliseconds per every distance. The obtained results can be seen in
Figure 4. At the initial point, since the camera is close to the model and therefore
there is no simpli cation, the cost is reduced to the render time itself. Then, as
the method starts to reduce the detail of the foliage, the di erence between the
extraction of required approximation of the three vegetable species is greater.
However, as the camera zooms out and the representations considerable reduce
their number of leaves, the extraction cost decreases and the three species reduce
the di erence between them.
6.2</p>
        <sec id="sec-5-2-1">
          <title>Forest Rendering</title>
          <p>In order to better analyze the presented model, some tests have been carried
out with groups of trees to represent forests. Figure 5 shows the results obtained
when analyzing the spacial cost of visualizing them while the number of trees
is increased. This cost has been measured by obtaining the frames per second
(FPS) while the camera moves around a circular path that point the forest center.
Each forest is made up of only one vegetable species that adapt their resolution
according to the distance to the camera. However, in order to evaluate the good
quality of the results, the forest represented with the vegetable species English
oak has been tested twice: one test with all the geometry, without performing
reduction English oak geometry, and other one adapting the detail to the criteria
English oak.</p>
          <p>As it can be seen in the chart, the FPS considerably increases as the detail
of the foliage of the rendered plants are adapted to the established criteria.
Moreover, it can also be seen that the cost of extracting the appropriate leaves
for every frame is not relevant in front of the wide reduction in the visualization
time.
6.3</p>
        </sec>
        <sec id="sec-5-2-2">
          <title>Visual results</title>
          <p>In order to show how the presented multiresolution model allows simplifying
the vegetation elements without reducing their visual quality, Figure 6 shows
the simpli cation carried out at three di erent distances. For this, a tree with
20,000 leaves has been used, shown in 80% of its leaves, 30% and 15%.</p>
          <p>In addition, a view of a small forest is shown in Figure 7. This forest
contains nine trees with 20,000 leaves each one. After applying the simpli cation
model, the number of total leaves drawn is 49,680 . However, the visual di erence
between the close and distant trees is barely appreciated.
7</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Conclusions and future work</title>
      <p>In this work, a multiresolution model for the foliage of plant elements has been
presented, based on the Viewpoint-Driven Simpli cation method. This
simplication method establishes a leaf removing order from the most hidden leaves
to the outside of the foliage. Also, the method avoids the pruning appearance
of the less detailed representation by lling the possible gaps in the foliage by
scaling the leaves close to the pruned ones. In this way, the foliage can be highly
simpli ed without being barely noticeable by the viewer when the camera is
far from the plant. Data structure and the algorithms that allow to extract the
appropriate approximation have been presented in the paper.</p>
      <p>Also, the multiresolution model have been designed to be easily implemented
in game engines. The extraction time of the appropriate level of detail is very
low being, as results demonstrate, less than 1 millisecond in models with more
than 40,000 polygons. The results obtained demonstrate that the model allows
to adapt in a continuous way the detail of the foliage in a scene. Regarding forest
visualization, also results support that the rendering cost is signi cantly reduced
while maintain the visual quality.</p>
      <p>As future work, some animation is going to be applied to the leaves in order
to simulate the e ects of wind on them. In this future line of work, also trunk
and branches are going to be animated adding some skeleton to the vegetable
species.</p>
      <p>Acknowledgments This work was supported by the Spanish Ministry of
Science and Technology (Project PID2019-106426RB-C32) and the Universitat
Jaume I research projects (UJI-B2018-56).</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Castello</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sbert</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chover</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Feixas</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Viewpoint-driven simpli cation using mutual information</article-title>
          .
          <source>Computers Graphics</source>
          <volume>32</volume>
          (
          <issue>4</issue>
          ),
          <volume>451</volume>
          {
          <fpage>463</fpage>
          (
          <year>2008</year>
          ). https://doi.org/https://doi.org/10.1016/j.cag.
          <year>2008</year>
          .
          <volume>05</volume>
          .005, http://www.sciencedirect.com/science/article/pii/S0097849308000551
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Cook</surname>
            ,
            <given-names>R.L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Halstead</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Planck</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ryu</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          :
          <article-title>Stochastic simpli cation of aggregate detail</article-title>
          .
          <source>ACM Trans. Graph</source>
          .
          <volume>26</volume>
          (
          <issue>3</issue>
          ),
          <volume>79</volume>
          (
          <year>2007</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Dachsbacher</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Vogelgsang</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Stamminger</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Sequential point trees</article-title>
          .
          <source>In: ACM Transactions on Graphics</source>
          . pp.
          <volume>657</volume>
          {
          <issue>662</issue>
          (
          <year>2003</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Deng</surname>
            ,
            <given-names>Q.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Zhang</surname>
            ,
            <given-names>X.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Yang</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Jaeger</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Multiresolution foliage for forest rendering</article-title>
          .
          <source>Comput. Animat. Virtual Worlds</source>
          <volume>21</volume>
          (
          <issue>1</issue>
          ),
          <volume>1</volume>
          {
          <fpage>23</fpage>
          (
          <year>2010</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Dong</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Liu</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Xia</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fan</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          , Zhang, L.:
          <article-title>A time-critical adaptive approach for visualizing natural scenes on di erent devices</article-title>
          .
          <source>PLoS ONE 2</source>
          ,
          <issue>1</issue>
          {
          <fpage>26</fpage>
          (
          <year>2015</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <given-names>Epic</given-names>
            <surname>Games</surname>
          </string-name>
          : Unreal engine, Available online:http://www.unrealengine.com/
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Gasch</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Remolar</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chover</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rebollo</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          :
          <article-title>Viewpoint-Driven Simpli cation of Plant and Tree Foliage</article-title>
          .
          <source>Entropy</source>
          <volume>20</volume>
          (
          <issue>4</issue>
          ),
          <volume>213</volume>
          (Mar
          <year>2018</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Gilet</surname>
            , G., Meyer,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Neyret</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          :
          <article-title>Point-based rendering of trees</article-title>
          . In: E. Galin, P.P. (ed.) Eurographics Workshop on Natural Phenomena (
          <year>2005</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Gumbau</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chover</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Remolar</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rebollo</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          :
          <article-title>View-dependent pruning for real-time rendering of trees</article-title>
          .
          <source>Computers Graphics</source>
          <volume>35</volume>
          ,
          <issue>364</issue>
          {
          <volume>374</volume>
          (04
          <year>2011</year>
          ). https://doi.org/10.1016/j.cag.
          <year>2010</year>
          .
          <volume>11</volume>
          .014
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10.
          <string-name>
            <surname>Jakulin</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Interactive vegetation rendering with slicing and blending</article-title>
          . In: de Sousa,
          <string-name>
            <given-names>A.</given-names>
            ,
            <surname>Torres</surname>
          </string-name>
          ,
          <string-name>
            <surname>J</surname>
          </string-name>
          . (eds.)
          <source>Proc. Eurographics</source>
          <year>2000</year>
          (
          <article-title>Short Presentations)</article-title>
          .
          <source>Eurographics</source>
          (
          <year>2000</year>
          ), citeseer.ist.psu.edu/jakulin00interactive.html
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11.
          <string-name>
            <surname>Lindstrom</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Turk</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          :
          <article-title>Image-driven simpli cation</article-title>
          .
          <source>ACM Transaction Graphics</source>
          <volume>19</volume>
          (
          <issue>3</issue>
          ),
          <volume>204</volume>
          {
          <fpage>241</fpage>
          (
          <year>2000</year>
          ). https://doi.org/http://doi.acm.
          <source>org/10</source>
          .1145/353981.353995
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          12.
          <string-name>
            <surname>Lluch</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Camahort</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Vivo</surname>
            ,
            <given-names>R.:</given-names>
          </string-name>
          <article-title>An image based multiresolution model for interactive foliage rendering</article-title>
          .
          <source>Journal of WSCG'04</source>
          <volume>12</volume>
          (
          <issue>3</issue>
          ),
          <volume>507</volume>
          {
          <fpage>514</fpage>
          (
          <year>2004</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          13.
          <string-name>
            <surname>Rebollo</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Remolar</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chover</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gumbau</surname>
          </string-name>
          , J.:
          <article-title>Hardware-oriented visualisation of trees</article-title>
          .
          <source>In: Lecture Notes in Computer Science</source>
          vol.
          <volume>4263</volume>
          /
          <year>2006</year>
          . pp.
          <volume>374</volume>
          {
          <issue>383</issue>
          (
          <year>2006</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          14.
          <string-name>
            <surname>Remolar</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chover</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Belmonte</surname>
            ,
            <given-names>O.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ribelles</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rebollo</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          :
          <article-title>Geometric simpli cation of foliage</article-title>
          . In: Navazo,
          <string-name>
            <given-names>I.</given-names>
            ,
            <surname>Slusallek</surname>
          </string-name>
          , P. (eds.)
          <source>Proc. Eurographics</source>
          <year>2002</year>
          (
          <article-title>Short Presentations)</article-title>
          .
          <source>Eurographics</source>
          (
          <year>2002</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          15.
          <string-name>
            <surname>Remolar</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chover</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ribelles</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Belmonte</surname>
            ,
            <given-names>O.</given-names>
          </string-name>
          :
          <article-title>View-dependent multiresolution model for foliage</article-title>
          .
          <source>Journal of WSCG'03</source>
          <volume>11</volume>
          (
          <issue>2</issue>
          ),
          <volume>370</volume>
          {
          <fpage>378</fpage>
          (
          <year>2003</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          16.
          <string-name>
            <surname>Ribelles</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lopez</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Belmonte</surname>
            ,
            <given-names>O.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Remolar</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chover</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Multiresolution modeling of arbitrary polygonal surfaces: a characterization</article-title>
          .
          <source>Computers &amp; Graphics</source>
          <volume>26</volume>
          (
          <issue>3</issue>
          ),
          <volume>449</volume>
          {
          <fpage>462</fpage>
          (
          <year>2002</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          17.
          <string-name>
            <surname>Ribelles</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chover</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lopez</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Huerta</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Castellon</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          :
          <article-title>Frame-to-frame coherence of multiresolution ordered meshes (</article-title>
          <year>1999</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          18.
          <string-name>
            <surname>Sbert</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Feixas</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rigau</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Viola</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chover</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Applications of information theory to computer graphics</article-title>
          . In: Eurographics (
          <year>2007</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          19. Unity: Unity 3d. Available online:http://www.unity.com/ (
          <year>2020</year>
          ),
          <source>last accessed July</source>
          <year>2020</year>
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          20.
          <string-name>
            <surname>Zhang</surname>
            ,
            <given-names>X.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bao</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Meng</surname>
            ,
            <given-names>W.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Jaeger</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Li</surname>
            ,
            <given-names>H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Deussen</surname>
            ,
            <given-names>O.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chen</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          :
          <article-title>Tree branch level of detail models for forest navigation</article-title>
          .
          <source>Computer Graphics Forum</source>
          <volume>36</volume>
          (
          <issue>8</issue>
          ),
          <volume>402</volume>
          {
          <fpage>417</fpage>
          (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>