THE JOURNAL OF VISUALIZATION AND COMPUTER ANIMATION, VOL. 7: 79-93 (1996) Visual Simulation of Leaf Arrangement and Autumn Colours NORISHIGE CHIBA AND KEN OHSHIDA Department of Computer Science, Faculty of Engineering, Iwate University, Morioka 020, Japan (email [email protected]) KAZUNOBU MURAOKA Morioka Junior College, Morioka 020, Japan AND NOBUJI SAITO Department of Communication, Tohoku Institute of Technology, Sendai 982, Japan SUMMARY The representation methods of botanical trees have been presented so far by several researchers in recent years. A great deal of effort has been dedicated mainly to designing a procedural modelling method, especially a growth model of a tredplant skeleton. However, few previous works have treated the problems of appropriate leaf arrangement and autumn colour evolution of a leaf which are essential to giving natural and seasonal impressions in a close-range view of a tree. In this paper, we will present the simulation methods for these attractive problems based mainly on the estimation of the amount of sunlight and the brightest direction of each part of every leaf. KEY WORDS: visual simulation; seasonal colour; leaf arrangement 1. INTRODUCTION For realistic image synthesis of botanical trees based on conventional 3D CG technology, which plays a vital role in the visual simulation of natural sceneries, at least the following techniques are required: 1. a method giving a tree skeleton 2. the definition of the thickness for trunks and branches, and a method of producing their surfaces 3 . a method providing the texture of bark 4. a method representing leaves. This paper relates to the technique (4),especially to the simulation of leaf arrangement based on phototropism,' and to the simulation of autumn coloured leaves based on an ageing process.2 Few researchers have treated these problems so far. In recent years, a great deal of effort has been dedicated mainly to designing a CCC 1049-8907/96/020079-15 0 1996 by John Wiley & Sons, Ltd. Received April 1995 Revised October 1995 80 N. CHIBA ET AL. procedural modelling method, especially a growth model of a tree/plant skeleton, for visually simulating natural tree/plant ~ h a p e s . ~Among - ~ ~ those methods, environment~lly-sensitive'~growth models succeeded in simulating attractive irregular branching patterns having natural visual impression^.'^^.'^.'^^'^-^' In this paper, we will use the growth model presented in the literature2' only to produce a tree skeleton for demonstrating our representation methods for leaves. Note that this growth model has no ability to simulate leaves. Several researchers presented how to model the geometry and the texture of a leaf. Bloomenthal modelled a maple leaf as three hinged polygons, and mapped a photograph where the veins are simply enhanced by using a paint ~ r o g r a m .Demko ~ et al. generated leaves as fractal sets by using iterated function systems (IFS).23 Oppenheimer also took a fractal approach where the external boundary shape is the limit of growth of the internal veins.1° Lienhardt defined the topology of leaves by using ramification operation^.^^ Lecoustre et al. prepared a subprogram capable of generating calculated Begonia leaves based on the parameter file of a leaf containing the geometrical instructions, such as length of internodes, branching angle, and curvature of nerves.17 Holton prepared a small library of leaf types and patterns.22 The leaf shape is a quadrilateral or combination of quadrilaterals. Prusinkiewicz et al. succeeded in modelling leaf shapes which are represented by polygons and in animating the leaf developments by using L-systems and dL-systems.11~'8Viennot et al. introduced a rapid drawing method for leaves by assuming that a leaf is flat and the underlying arborescence is a ternary tree.14 Hammel et al. presented a modelling method for compound leaves by using L-system and implicit contours defined by a planar scalar field which is obtained by employing a 2D 'blobby' technique.2s Inakage and Inakage proposed modelling techniques of simple leaf blades based on leaf morphology.26 They used displacement, bump, and texture mapping techniques according to the required resolutions to represent the venation pattern of a leaf. In our visual simulation, we will also use a polygonized leaf with a bump mapping technique for rendering veins and curved surfaces between them. From the viewpoint of the science of form, Kaino clarified that the venation type, the margin type and the folding manner of a leaf in a bud are closely related.27 The result is interesting for animating leaf unfolding and development. On the other hand, few previous works treated the leaf arrangement and the colour evolution. Bloomenthal arranged leaves on twigs according to actual measurement^.^ In order to arrange leaves naturally, Lecoustre et al. implemented phototropism of a leaf by minimizing the difference in the direction of the light and the leaf's normal." We will model the phototropism more precisely so as to form a natural leaf arrangement by taking into account the light environment of each leaf by determining the amount of sunlight and the brightest direction. Lienhardt generated an image of colour evolution for maple leave^.^^,^* Soutome et al. simulated autumn coloration of leaves in two levels of resolution, i.e. in a single leaf and in a single tree, based on the mechanism of autumn c 0 1 o r a t i o n . ~ ~ ~ ~ ~ We will present a clear method, i.e. easy to understand, for visually simulating autumn coloured leaves having natural impressions based mainly on the estimation of the light environment for each part of every leaf. This computational effort improves the quality of synthesized images drastically. The remainder of this paper is constructed as follows, VISUAL SIMULATION OF LEAF ARRANGEMENT 81 In Section 2, we describe our geometrical model of a leaf and the techniques for giving its texture including veins. In Section 3, we propose algorithms for realizing natural leaf arrangement. The algorithms consists of one for bending a petiole so as to face the surface of a leaf toward the brightest direction, one for estimating the amount of sunlight reaching each part of every leaf and finding the brightest direction for each leaf, and its efficient version. In Section 4, we propose an algorithm for simulating autumn coloured leaves. We first abstract the mechanism of colour evolution, and then describe the details of the algorithm. In Section 5, we demonstrate the advantage of our methods by giving several simulated examples. In Section 6, we conclude the paper by touching slightly on future works. 2. GEOMETRY OF LEAF AND TEXTURE A typical simple leaf consists of a blade, a petiole, and a pair of stipules as shown in Figure 1 . We represent an ovate blade by triangulated planes and a needle type blade by a triangulated cylinder. Our ovate blade is hinged along a linear primary vein, and our petiole consists of several links represented by triangulated cylinders. We use a bump mapping technique for representing a venation, i.e. a pattern of veins, and curved soft tissues of an ovate blade. The bump map is constructed as follows: Step 0: prepare a 2D array M for a map. db Pe ole Stipule .................................. Figure 1. Structure of simple leaf 82 N. CHIBA ET AL. Step I : Step 2: Step 3: write the blade margin and the venation consisting of a primary vein and secondary veins with integer 0. find the distance of each element M ( i j ) included in the interior of the margin by using a distance transformation technique developed in the image processing field.31 transform the map to the height field representing the geometry of the leaf by setting M ( i j ) := H ( M ( i j ) ) Step 4: where H is a 1D function to map distance to height, e.g. in this paper we use H(x) = 1 - exp[-ax], where a is a constant (see Plate 1). find the partial differences Ax(ij) and A y ( i j ) at each element (ij),and construct the bump maps by setting D,(ij) := hx(ij) and D J i j ) := A y ( i j ) . We can define the normal N(ij) of the surface of the blade at position (ij)by where C, is an arbitrary constant which controls the magnitude of bumpiness. Moreover we use a linear interpolation to determine the normal at an arbitrary point in a rendering step. 3. LEAF ARRANGEMENT Leaves of most species of trees have an ability of phototropism. ',I7 This phototropism helps leaves to form a leaf mosaic, providing natural visual impressions, appropriate to efficient sunlight absorption. The picture of a potted plant in Plate 2 shows evidence of the ability. In the Plate, the sunlight comes from the right-side window existing outside of the view. One can recognize that most leaves orient themselves towards the sunlight by bending their petioles. Since other leaves often block the sunlight, some leaves face to the opposite side of the window which is, however, the brightest direction at their positions. Figure 2 outlines our model of phototropism of a leaf. In the case of Figure 2(a), where the brightest direction is located in the direction of the tip of a leaf, the leaf weeps. On the other hand, if the brightest direction is in the direction of the petiole, the leaf stands up as shown in Figure 2(b). Although most leaf mosaics are formed during their growing processes, from the viewpoint of efficiency of computation, we implement the ability of leaf arrangement by employing the following two steps: Step I : arrange leaves according to the rules of phylotaxy. Step 2: rearrange the leaves according to the rules of phototropism described below. Assuming that each petiole consists of several links, e.g. five links in this paper, we simulate the phototropism of leaves as follows (see Figure 3). Step I : apply the following procedures simultaneously to every leaf appropriate times. VISUAL SIMULATION OF LEAF ARRANGEMENT side view ;OI , -0- \' ' I , J (b) Figure 2. Model of phototropism Figure 3. Implementation of phototropism \' 83 84 N. CHIBA ET AL. Step 1-1: Step 1-2: Step 1-3: using the algorithm SUNLIGHT described below, find the amount of sunlight S reaching a leaf and the brightest direction B. if the amount of sunlight S is less than predefined threshold ST implying the strength of the phototropism, then continue Step 1-3. Otherwise, return. let N be the normal vector of the leaf; determine the angle 0 between the vectors N and B; let AO= 0/C, where C is an appropriate constant; rotate each link with A0 as shown in Figure 3(b). The algorithm SUNLIGHT is as follows. This algorithm determines the amount of sunlight S for each mesh point defined on the surface of a concerned leaf and the brightest direction B. (For the simplicity of the algorithm, we currently define B by the average direction of sunlight.) This algorithm is also used in the model for simulating autumn coloured leaves described in Section 3. Algorithm SUNLIGHT (ZeufJ (see Figure 4) (In this algorithm, we use a flat leaf model having no hinge along a primary vein for computational simplification.) Step 0: partition the surface of the Zeufinto mesh of an appropriate resolution. Step 1: for each mesh point i, determine the amount of sunlight Si by using a raycasting technique as follows: (The raycasting can be executed efficiently by employing a 3DDDA algorithm in voxel ~ p a c e . ' ~ , ~ * ) Step 1-1: cast a predefined number of rays toward random directions, and determine Si by Step 2: where sj is a vector having the same direction as the cast ray j and the magnitude according to the light intensity of the intersection of the celestial sphere and ray j , Niis the normal vector of the leaf at the mesh point i, the operator - is an inner product and the sum is taken over all cast rays j . determine the total amount of sunlight S reaching the leaf by Figure 4. Algorithm SUNLIGHT VISUAL SIMULATION OF LEAF ARRANGEMENT 85 s = xsi where the sum is taken over all mesh points i, and define the brightest direction B by the average direction where the sum is taken over all rays j cast from all mesh points. The time complexity of a nalve version of SUNLIGHT is O(mm2),where rn is the number of mesh points on a leaf, r is the number of rays cast from one mesh point, and n is the number of leaves. If we employ the approximation technique employed by the growth model of trees proposed in Reference 20, we can construct an efficient algorithm so as to reduce the complexity to O(mrZ*(n/Z))= O(rnrZn), where Z is the number of leaves growing from a single active shoot. Since n %- 1 holds normally, calculation speed can be improved. Moreover if we use a uniform spatial subdivision acceleration technique with 3DDDA in voxel space for solving the ray-leaf intersection problem, we can improve the efficiency of these algorithms. In the remainder of this section, we will present an efficient approximation algorithm employing ‘leaf-balls’. In the growth model of a tree having abilities of self-pruning due to lack of sunlight, i.e. the death of a branch, and of phototropism of active shoots, the following approximation technique is used. To simulate the self-pruning and the phototropism of active shoots, we must estimate the amount of sunlight and the brightest direction in the surrounding space corresponding to each leaf of a tree. For the efficiency of this estimation, a ‘leafball’ with an appropriate radius defined as an approximation of a cluster of leaves which are ‘descendants’ of each branch of a tree is introduced (see Figure 5). One can assume that the leaf-ball is a translucent object, and that refraction does not occur, if necessary. Roughly speaking, the amount of sunlight reaching a particular leaf-ball can be estimated by determining the area of the shadows projected from the other leaf-balls on the celestial sphere at whose centre the leaf-ball concerned is located. We can execute the estimation by applying hidden surface elimination algorithms having the viewpoint on the leaf-ball concerned, such as a Z-buffer algorithm in which the Zbuffer is assigned to the celestial sphere, or an efficient raycasting algorithm employing a 3DDDA algorithm in voxel space. The brightest direction vector is defined as the sum of the vectors each of which has the same direction as each ray which reaches the celestial sphere and has the magnitude according to the light intensity of the intersection of the celestial sphere and the ray. Since, in this paper, we also use the growth model of a tree, as a result of simulation we can obtain information about the light environment for each leaf-ball from a hidden surface elimination algorithm, i.e. the celestial sphere storing the information of shadows projected from the other leaf-balls on itself. We use this information about the light environment for estimating the amount of sunlight reaching each leaf located in the leaf-ball concerned as follows: 86 N. CHIBA ET AL. Figure 5. Shadow of a ‘leaf-ball’ cast upon the celestial sphere2’ Step I : Step 2: Step 3: prepare the celestial sphere corresponding to the leaf-ball concerned. locate the leaves which were abstracted by the leaf-ball at appropriate positions in the celestial sphere. estimate the amount of sunlight for each mesh point of the leaves by using a hidden surface elimination algorithm in the same manner as the algorithm mentioned above for the simulation of self-pruning and phototropism. In the case of needle-leaf trees, such as a pine tree, almost straight thin leaves grow thick on a tip of shoot in an orderly pattern, and most shoots bend their tips toward the sky influenced mainly by their geotropism. Therefore, in the simulation of pine trees, we determine the direction of cluster of leaves as follows by taking into account the phototropism and geotropism of the shoot (see Figure 6): Step 0: Step 1.- let A be the direction of a shoot which is determined in the growth model of a tree skeleton influenced mainly by its phototropism, and let 4 be the angle between A and the zenith. arrange a cluster of leaves at the tip of the shoot by inclining the cluster with the angle A 4 = c4, 0 5 c 5 1 toward the sky from A. 4. AUTUMN COLOURED LEAVES Most broad-leaf trees change their colour of leaves in autumn. There are two types of leaves: one changes their colour into yellow, and the other into red. The abstract VISUAL SIMULATION OF LEAF ARRANGEMENT 87 the zenith a V Figure 6. Leaf arrangement of a pine tree mechanisms of these phenomena are as follows2 (Figure7 shows our model of the phenomena). In the case of ‘yellow’: until the beginning of ageing, a leaf contains large quantities of chlorophyll, i.e. a pigment of green, and small quantities of carotenoid, i.e. a pigment of yellow. As ageing proceeds in autumn, accordingly chlorophyll is dissolved and carotenoid remains as it is. Thus, the leaf turns yellow. Most broadleaf trees belong to this type. In the case of ‘red’: to add to the above process, in some types of broad-leaf trees, sugars contained in the cells of a leaf change themselves into anthocyan, i.e. a pigment of red. Now we show our model of autumn colour. We assume that every leaf maintains constant amount Caro of carotenoid until it falls. Moreover, on the basis of our field study and the literature,2 we make the following assumptions. The ageing of a leaf depends on both the species of tree, i.e. the particular average life span of its leaves, and the amount of sunlight, i.e. ‘inactive leaves’, defined as those receiving little sunlight, age more rapidly than ‘active leaves’. Moreover, in a single leaf, ageing begins first at the parts ‘far’ from both major A chlorophyll i carotenoid i anthocyan T :the beginning of aging Figure 7. Model of autumn coloration veins and the petiole, and then spreads over the leaf. In an active leaf, the production of anthocyan is more efficient than in an inactive leaf. In our model, we define the starting time T of ageing for all leaves coming out from the same shoot i as follows: T = To + aD, where To is the earliest starting time of the ageing, a is a non-negative coefficient, and D j is the imaginary plant hormone density at the live shoot i defined in the literaturez1 which implies the activity of i. We model the decrease of chlorophyll as follows (see Figure 8): Chlo = pc[1 - L(t; yo S,)] Chlo elapsed time from T Figure 8. Model of decreasing chlorophyll 89 VISUAL SIMULATION OF LEAF ARRANGEMENT C14P) 6, = C,/d(P) Yc = L(x, a, b) = 1/{1 + exp[-a(x - b ) ] } where Chlo is the amount of chlorophyll, p,, C , , and C2 are coefficients, t is an elapsed time from T, and d(P) is the distance of the position P on a leaf from both major veins and the petiole as defined later. Thus, the larger the distance d(P) is, the more quickly the amount of chlorophyll at P decreases. We model the increase of the amount of anthocyan Antho as follows (see Figure 9): Antho = PaL(t; ya, 8,) Y a = Cd’(P) 6, = C,/S(P) where pa, C3, and C, are coefficients, t is an elapsed time from T, and S(P) is the amount of sunlight received at position P on a leaf. Thus, the larger S(P) is, the more quickly the amount of anthocyan at P increases. We currently use the following definition of the distance d of a position P: d(P) = h(P)Z(P) h(P) = [M(P)/max M(P)] + 1.0 l(P) = 0. 9[Z’(P)/maxZ’(P)] + 0.1 where M(P) is the value of the height field at the position used for rendering a leaf described in Section 2, and Z’(P) is between the position P and the petiole. From the definition we can consider that M(P) means distance from major veins and secondary veins. P, i.e. the bump map the Euclidean distance of M , as shown later, such as primary veins Antho f *t T Figure 9. Model of increasing anthocyan 90 N. CHIBA ET AL. Using the variables Caro, Chlo, and Antho, we assign the colour 0 5 R, G, B as follows: R = (R,,Caro G = (G,,Caro B = (B,,Caro I1 + R,,Chlo + R,Jntho)/(Caro + Chlo + Antho) + G,,Chlo + G,Jntho)/(Caro + Chlo + Antho) + B,,,ChlO + B,Jntho)/(Caro + Chlo + Antho) where (R,,, G,,, B,,), (Rch,Gch,Bch), and (R,,, G,,, Ban) are the predefined colours of carotenoid, chlorophyll, and anthocyan, respectively. In this paper, we set Car0 := 0.20. 5. EXAMPLES OF SIMULATION Figure 10 shows the developments of simulated leaf arrangements for different initial arrangements of leaves. In each image, the top left one is a top view, the bottom left one is a front view, and the bottom right one is a side view. The light source is located in the direction above a viewer with the angle of depression of 45”. Short line segments on the leaves show the normals of the leaves. The dots implying leaf shapes are the sampling points for determining the amount of sunlight. We used 16 x 16 sampling points. Since, for the simulation of the leaf colouring, we use the amount of sunlight reaching each sample point, we should choose the appropriate number of sampling points by taking into account the resolution of the visual simulation. Plate 3 is a simulated example using a growth model of a tree. Plate 3(a) shows an initial arrangement of leaves, i.e. the phyllotaxis is opposite, and (b) an effect of rearrangement. The colours of the leaves imply the difference in the amounts of sunlight, i.e. the amount increases from green to red. One can see that leaf arrangement in (b) successfully improves the light environment for each leaf. This simulation requires about two hours on HP9000/730 workstation. Plate 4 shows shaded images of the simulations. The leaves in (a) give an impression of an artificial ‘spherical distribution’. If we can prepare a growth model of leaves, then we can expect that applying the second step to all leaves in each growth step, we can realize more natural leaf mosaics. Plate 5 is an example of a ‘pine tree’. In Plate 5(a), each cluster of needle leaves is located so as to face itself toward the zenith to emphasize the imbalanced abilities of geotropism and phototropism. Plate 5(b) is obtained by taking into account the phototropism. Plate 6 shows simulated autumn coloured leaves including cases of both ‘yellow’ and ‘red’ coloration. Plate 7(a) is a closed view of a broadleaf tree. Plates 8 and 9 are simulated bonsai-like trees. One can see in Plates 6, 7 and 9 that the ageing proceeds from the parts far from both the major veins and the petiole, and the colours of parts receiving a large amount of sunlight change fast to red. Moreover, as we can see in nature, there appears in Plate 9 the difference in the progress of coloration of leaves according to the activities of shoots. On the other hand, as we encounter in various geometrical modelling situations, the ‘penetration problem’ on leaves remains, i.e. one can find such a leaf in the Plate. One possible solution is Plute I (Cliihu et ul.). Height field M I’lutt 3 (Clzihu et ut.). Siniuluted leuj’urrungenient on u gcnerutd tree: ( a ) top; (bj bottom Plute 2 (Chiba et ul.). Phototropism of an actual leaf PIure 4 (Chiha ef uE.). Shaded imugea ofthe tree in Plate 3 Plate 5 (Chiba et al.). A simulated pine tree: (a) lefi; ( b ) right Plate 6 (Chiba et al.). Simulated autumn colouration Plate 9 (Chiba et al.), Japanese-elm-like potted free VISUAL SIMULATION OF LEAF ARRANGEMENT 91 Figure 10. ( a ) Simulated leaf arrangement: simulated in the order top-left, top-right, bottom-left, and bottom-right (h)Simulated leaf arrangement 92 N. CHIBA ET AL. to introduce virtual repulsive forces acting mutually on every part of leaves during the simulation of leaf arrangement. However, this solution increases the computational time extremely. 6. CONCLUSION In this paper, we have presented the algorithms for simulating appropriate leaf arrangement and autumn colour evolution of a leaf based mainly on the estimation of the amount of sunlight and the brightest direction of each part of every leaf. Presenting several simulated examples, we have demonstrated that these computational effort improves the quality of synthesized images drastically. The animation of the simulated autumn coloration can be found in SVR.33 In further work, it will be interesting to develop the following techniques: 1. more precise autumn coloration models, e.g. taking into account geographical and weather conditions 2. growth models of leaves, blossoms, and fruits 3. a method for simulating changes of leaf shapes according to their ageing processes 4. a model for realizing the obstacle-avoidance growth in thickness of trunks, branches, and roots 5. a growth model for producing the texture of bark 6. a growth model of tree skeletons having the abilities of realizing the following phenomena: (a) an activity of each shoot and root depends on the gradient of itself, (b) there is a strong relation between the activities of branches and those of roots, and (c)physical perturbation for a shoot (e.g. caused by the wind, poured water, and bonsai enthusiast’s hands) suppress its growth in length. 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