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Dive into the research topics where Radomír Měch is active.

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Featured researches published by Radomír Měch.


international conference on computer graphics and interactive techniques | 1996

Visual models of plants interacting with their environment

Radomír Měch; Przemyslaw Prusinkiewicz

Interaction with the environment is a key factor affecting the development of plants and plant ecosystems. In this paper we introduce a modeling framework that makes it possible to simulate and visualize a wide range of interactions at the level of plant architecture. This framework extends the formalism of Lindenmayer systems with constructs needed to model bi−directional information exchange between plants and their environment. We illustrate the proposed framework with models and simulations that capture the development of tree branches limited by collisions, the colonizing growth of clonal plants competing for space in favorable areas, the interaction between roots competing for water in the soil, and the competition within and between trees for access to light. Computer animation and visualization techniques make it possible to better understand the modeled processes and lead to realistic images of plants within their environmental context.


international conference on computer graphics and interactive techniques | 1998

Realistic modeling and rendering of plant ecosystems

Oliver Deussen; Pat Hanrahan; Bernd Lintermann; Radomír Měch; Matt Pharr; Przemyslaw Prusinkiewicz

Modeling and rendering of natural scenes with thousands of plants poses a number of problems. The terrain must be modeled and plants must be distributed throughout it in a realistic manner, reflecting the interactions of plants with each other and with their environment. Geometric models of individual plants, consistent with their positions within the ecosystem, must be synthesized to populate the scene. The scene, which may consist of billions of primitives, must be rendered efficiently while incorporating the subtleties of lighting in a natural environment. We have developed a system built around a pipeline of tools that address these tasks. The terrain is designed using an interactive graphical editor. Plant distribution is determined by hand (as one would do when designing a garden), by ecosystem simulation, or by a combination of both techniques. Given parametrized procedural models of individual plants, the geometric complexity of the scene is reduced by approximate instancing, in which similar plants, groups of plants, or plant organs are replaced by instances of representative objects before the scene is rendered. The paper includes examples of visually rich scenes synthesized using the system.


international conference on computer graphics and interactive techniques | 1994

Synthetic topiary

Przemyslaw Prusinkiewicz; Mark L. James; Radomír Měch

The paper extends Lindenmayer systems in a manner suitable for simulating the interaction between a developing plant and its environment. The formalism is illustrated by modeling the response of trees to pruning, which yields synthetic images of sculptured plants found in topiary gardens.


international conference on computer graphics and interactive techniques | 2012

Stress relief: improving structural strength of 3D printable objects

Ondrej Stava; Juraj Vanek; Bedrich Benes; Nathan A. Carr; Radomír Měch

The use of 3D printing has rapidly expanded in the past couple of years. It is now possible to produce 3D-printed objects with exceptionally high fidelity and precision. However, although the quality of 3D printing has improved, both the time to print and the material costs have remained high. Moreover, there is no guarantee that a printed model is structurally sound. The printed product often does not survive cleaning, transportation, or handling, or it may even collapse under its own weight. We present a system that addresses this issue by providing automatic detection and correction of the problematic cases. The structural problems are detected by combining a lightweight structural analysis solver with 3D medial axis approximations. After areas with high structural stress are found, the model is corrected by combining three approaches: hollowing, thickening, and strut insertion. Both detection and correction steps are repeated until the problems have been eliminated. Our process is designed to create a model that is visually similar to the original model but possessing greater structural integrity.


ACM Transactions on Graphics | 2011

Metropolis procedural modeling

Jerry O. Talton; Yu Lou; Steve Lesser; Jared Duke; Radomír Měch; Vladlen Koltun

Procedural representations provide powerful means for generating complex geometric structures. They are also notoriously difficult to control. In this article, we present an algorithm for controlling grammar-based procedural models. Given a grammar and a high-level specification of the desired production, the algorithm computes a production from the grammar that conforms to the specification. This production is generated by optimizing over the space of possible productions from the grammar. The algorithm supports specifications of many forms, including geometric shapes and analytical objectives. We demonstrate the algorithm on procedural models of trees, cities, buildings, and Mondrian paintings.


international conference on computer graphics and interactive techniques | 2009

Self-organizing tree models for image synthesis

Wojciech Palubicki; Kipp Horel; Steven Longay; Adam Runions; Brendan Lane; Radomír Měch; Przemyslaw Prusinkiewicz

We present a method for generating realistic models of temperate-climate trees and shrubs. This method is based on the biological hypothesis that the form of a developing tree emerges from a self-organizing process dominated by the competition of buds and branches for light or space, and regulated by internal signaling mechanisms. Simulations of this process robustly generate a wide range of realistic trees and bushes. The generated forms can be controlled with a variety of interactive techniques, including procedural brushes, sketching, and editing operations such as pruning and bending of branches. We illustrate the usefulness and versatility of the proposed method with diverse tree models, forest scenes, animations of tree development, and examples of combined interactive-procedural tree modeling.


Handbook of formal languages, vol. 3 | 1997

Visual models of plant development

Przemyslaw Prusinkiewicz; Mark Hammel; Jim Hanan; Radomír Měch

In these notes we survey applications of L-systems to the modeling of plants, with an emphasis on the results obtained since the comprehensive presentation of this area in The Algorithmic Beauty of Plants [99]. The new developments include: extensions to the L-system formalism that increase its expressive power as needed for practical biological applications introduction of programming constructs that enhance the use of L-systems as a language for describing developmental algorithms and as input for simulation programs, and new biological applications of L-systems.


international conference on computer graphics and interactive techniques | 2012

Plastic trees: interactive self-adapting botanical tree models

Sören Pirk; Ondrej Stava; Julian Kratt; Michel Abdul Massih Said; Boris Neubert; Radomír Měch; Bedrich Benes; Oliver Deussen

We present a dynamic tree modeling and representation technique that allows complex tree models to interact with their environment. Our method uses changes in the light distribution and proximity to solid obstacles and other trees as approximations of biologically motivated transformations on a skeletal representation of the trees main branches and its procedurally generated foliage. Parts of the tree are transformed only when required, thus our approach is much faster than common algorithms such as Open L-Systems or space colonization methods. Input is a skeleton-based tree geometry that can be computed from common tree production systems or from reconstructed laser scanning models. Our approach enables content creators to directly interact with trees and to create visually convincing ecosystems interactively. We present different interaction types and evaluate our method by comparing our transformations to biologically based growth simulation techniques.


user interface software and technology | 2012

Learning design patterns with bayesian grammar induction

Jerry O. Talton; Lingfeng Yang; Ranjitha Kumar; Maxine Lim; Noah D. Goodman; Radomír Měch

Design patterns have proven useful in many creative fields, providing content creators with archetypal, reusable guidelines to leverage in projects. Creating such patterns, however, is a time-consuming, manual process, typically relegated to a few experts in any given domain. In this paper, we describe an algorithmic method for learning design patterns directly from data using techniques from natural language processing and structured concept learning. Given a set of labeled, hierarchical designs as input, we induce a probabilistic formal grammar over these exemplars. Once learned, this grammar encodes a set of generative rules for the class of designs, which can be sampled to synthesize novel artifacts. We demonstrate the method on geometric models and Web pages, and discuss how the learned patterns can drive new interaction mechanisms for content creators.


Computer Graphics Forum | 2011

Guided Procedural Modeling

Bedrich Benes; Ondrej Stava; Radomír Měch; Gavin S. P. Miller

Procedural methods present one of the most powerful techniques for authoring a vast variety of computer graphics models. However, their massive applicability is hindered by the lack of control and a low predictability of the results. In the classical procedural modeling pipeline, the user usually defines a set of rules, executes the procedural system, and by examining the results attempts to infer what should be changed in the system definition in order to achieve the desired output. We present guided procedural modeling, a new approach that allows a high level of top‐down control by breaking the system into smaller building blocks that communicate. In our work we generalize the concept of the environment. The user creates a set of guides. Each guide defines a region in which a specific procedural model operates. These guides are connected by a set of links that serve for message passing between the procedural models attached to each guide. The entire model consists of a set of guides with procedural models, a graph representing their connection, and the method in which the guides interact. The modeling process is performed by modifying each of the described elements. The user can control the high‐level description by editing the guides or manipulate the low‐level description by changing the procedural rules. Changing the connectivity allows the user to create new complex forms in an easy and intuitive way. We show several examples of procedural structures, including an ornamental pattern, a street layout, a bridge, and a model of trees. We also demonstrate interactive examples for quick and intuitive editing using physics‐based mass‐spring system.

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