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Problems with L Systems
- Plant shape is entirely defined by algorithm
- Geometric complexity is slow to compute and render
- Somewhat difficult to control in an artistic sense
We propose an alternative method where the topology of a plant is still defined by algorithm, but structural shape is defined by the texture images used as components of the plant.
This also allows us to put much more detail in the textures, and build plants out of fewer components.
How it works
Plants are built out of components which are defined by two texture images. The first texture is the one which is rendered on screen. The second is used to define where the connection points are, indicated by black blobs - this is where child components will be connected to. These blobs can be put anywhere in the texture.
The restriction is that each component has one place where it connects to it's parent, which is always at the bottom of the texture, in the middle.