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plant_rendering [2008-07-14 11:14] davegriffithsplant_rendering [2008-07-14 14:26] (current) davegriffiths
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 Greenworks organic software: [[http://www.xfrogdownloads.com/]] Greenworks organic software: [[http://www.xfrogdownloads.com/]]
 +
 +== gen3 ==
 +"parameter-driven tree model generator for Blender" > http://www.geocities.com.nyud.net:8080/bgen3/
 +
 +== lsystem ==
 +
 +An lsystem script for blender: http://jmsoler.free.fr/util/blenderfile/images/lsystem/lsystem.htm
  
 == Harry Potter 3 - Whomping willow == == Harry Potter 3 - Whomping willow ==
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 {{http://www.pawfal.org/dave/images/whomp2.jpg}} {{http://www.pawfal.org/dave/images/whomp2.jpg}}
  
-Very slow to compute, of course :)+Very slow to compute, of course - though it might be possible to use some implicit surface mesh calculation, especially if it can be done offline occasionally, and procedurally skinned to a skeleton.
  
 === Online rendering === === Online rendering ===
 +
 +A realtime tree rendering paper: http://www3.uji.es/~ribelles/Dept/Papers/Papers/dlsi_01032002.pdf
 +Lots of multiresolution/simplification strategies.
 +
 +An approach using billboards (camera facing sprites): http://www.gametools.org/projects_udg/gt_ibr/papers/treeBillboardClouds.pdf
  
 == Autumn == == Autumn ==
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 {{http://farm4.static.flickr.com/3003/2663638019_4de6239b37.jpg?v=0}} {{http://farm4.static.flickr.com/3003/2663638019_4de6239b37.jpg?v=0}}
  
-The cubes approach was too slow (for my old graphics card in 2004) I was spawning hundreds of trees at a time - they were evolving using mutation errors of data encoded in seeds the trees dropped. I later moved to using camera facing geometry (sprites), textured with faked normals to make them shade according to the lighting to appear cylindrical. With a bit of texturing it looked like this:+The cubes approach was too slow (for my old graphics card in 2004) I needed to be able to spawn hundreds of trees at a time - they were evolving using mutation errors of data encoded in seeds the trees dropped (and playing music as they grew). I later moved to using camera facing geometry (sprites), textured with faked normals to make them shade according to the lighting to appear cylindrical. With a bit of texturing it looked like this:
  
 {{http://farm4.static.flickr.com/3167/2663638025_4b412b3d04.jpg?v=0}} {{http://farm4.static.flickr.com/3167/2663638025_4b412b3d04.jpg?v=0}}
  • plant_rendering.1216034045.txt.gz
  • Last modified: 2008-07-14 11:14
  • by davegriffiths