| The realistic modeling and rendering of trees lies not only in the form of trees, but also in the simulation of the tree surface detail. The high realistic simulation of the bark detail texture plays an important role on improving the realism of trees. Since most tree modeling, in particular, the model obtained by computing geometry data of trees, its trunk and branches are usually modeled by independent surfaces, it is difficult to achieve the natural transition of bark texture at branches through traditional texture synthesis method, it affects the realistic simulation of trees on a large extent. Moreover, different types of trees in nature due to differences in varieties, growth of twigs and transition of bark texture follow different laws. This paper proposes a flattening surface texture synthesis method based on the basic graph cut texture synthesis method, simulates the transition bark texture on the intersected locations of trees with monopodial branching, such as trunk and branches, twigs and branches. In order to simulate the anisotropic effects of the bark texture on the branchings of natural growth trees with monopodial branching, this paper divides the synthetic surface region of flattened surface into the sub-regions, each sub-region using different synthesis methods. The experimental results show that our method can effectively simulate bark texture of branches of trees with monopodial branching, to meet the needs of realistic rendering. |