|
BTU Cottbus Institut für Informatik, Informations- und Medientechnik, Chair for Graphics Systems |
|
(combined with the second
GroIMP user and developer meeting)
Location: BTU Cottbus, Computer Science
Department,
Cottbus (Germany), Ewald-Haase-Str. 12/13,
room 001
Winfried
Kurth (BTU Cottbus): From molecules to landscapes: Rule-based FSPMs in the
language XL
Stephan
Rogge (BTU Cottbus): Using GroIMP to visualize trees
Gerhard
Buck-Sorlin (Wageningen UR): Creating virtual roses with GroIMP
Jochem
Evers (Wageningen UR): Modelling phenotypic plasticity in the 3D structure of
plants
Ole
Kniemeyer (BTU Cottbus): Modelling ants in GroIMP
Thomas
Huwe (BTU Cottbus): GPU-based path tracing in GroIMP
Reinhard
Hemmerling: Development of a model of a simple flowering plant
Katarína
Smoleňová and Reinhard Hemmerling: Some XL-based plant models
Ole Kniemeyer: Modelling
trees (with some advanced features of XL)
Gerhard Buck-Sorlin: Development
of the virtual rose model
Ole
Kniemeyer: Demonstration of some less well-known features of GroIMP
Jan Dérer / Ole Kniemeyer: Analysing
structures with GroIMP
G. Buck-Sorlin / O. Kniemeyer
/ R. Hemmerling: Modelling biochemical networks with XL
Ole Kniemeyer: Modelling
diffusion processes
Abstracts of the workshop
contributions
Winfried Kurth: From
molecules to landscapes: Rule-based FSPMs in the language XL
The motivation for following a graph-grammar-based approach in functional-structural plant modelling is discussed, and basic features of the language XL as well as of the underlying formalism of "Relational Growth Grammars" (RGGs) are presented. Some ideas for models are outlined which are given to demonstrate the potential for multiscaled modelling in XL.
Stephan Rogge: Using GroIMP
to visualize trees
To visualize a park landscape
in VRML it is necessary to investigate methods of modelling trees and to
represent them in such a VRML model. GroIMP can be used as a tool to build tree
models and to represent them. This talk demonstrates the process of building a
tree model by using the example of a specific black alder tree (Alnus
glutinosa) located in the Branitzer Park near Cottbus. The presentation
shows the main ideas and the realization.
Gerhard Buck-Sorlin: Creating
virtual roses with GroIMP
The progress of the Virtual Rose project is presented: The current plan foresees to create an FSPM of a cut-rose system, which predicts the temporal dynamics of the quantity and quality of flower production in an intensive greenhouse culture setting. The GroIMP environment is used to simulate both the rose FSPM and a virtual greenhouse as a set of interacting functional and structural modules. Special emphasis is put on the simulation of bud break as a function of hormonal signalling.
Jochem Evers: Modelling
phenotypic plasticity in the 3D structure of plants
Phenotypic plasticity is the ability of
an organism of a particular genetic make-up to adjust its phenotype in
response to environmental fluctuations. Plasticity results from a chain of
events, starting with perception of environmental cues, production and
transport of signals and resulting in adaptations in plant structure. This
research will focus on plastic responses resulting from intra-specific
competition for light. Using the modelling platform GroIMP, physiological
processes that underlie plasticity in plant structure will be integrated in a
Functional-Structural Plant model, focussing on rice and wheat as model
systems.
Ole Kniemeyer: Modelling ants
in GroIMP
We present a simulation of artificial ants which communicate by pheromones and, in doing so, find short paths through the food sources of the virtual world. Using this model, we explain several useful features of XL, among them graph queries, selector functions and the true graph structure, and we show how a nice visualization can be obtained on top of the model.
Axel Hoppe and Jan Dérer:
Plant modelling in computer games
The presentation gives a current overview of plant modelling in computer games and an outlook of using GroIMP for modelling in computer games. The state of the art in modelling in computer games is widespread – from handcrafted models with 3D Studio MAX to engine-based construction of models or toolbased modelling. The aim in computer games is to produce an even more realistic impression than now. How can that be realized? We give an outlook of how GroIMP could be used to create more realistic environments in computer games.
Thomas Huwe: GPU-based path
tracing in GroIMP
I present a path tracer using the GPU of a consumers graphics card to
render images. It is implemented in Java and GLSL using GroIMP as modelling
platform and runtime environment. The path tracer is capable of rendering
primitives like sphere, cone, cylinder, box, and parallelogram. Procedurally
generated materials as well as textures can be applied to those objects.
Last modifications: May 14, 2008
Back
to the "Projects" webpage