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plant_rendering [2008-07-14 11:14] – davegriffiths | plant_rendering [2008-07-14 14:20] – davegriffiths |
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Greenworks organic software: [[http://www.xfrogdownloads.com/]] | Greenworks organic software: [[http://www.xfrogdownloads.com/]] |
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| == gen3 == |
| "parameter-driven tree model generator for Blender" > http://www.geocities.com.nyud.net:8080/bgen3/ |
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| == lsystem == |
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| An lsystem script for blender: http://jmsoler.free.fr/util/blenderfile/images/lsystem/lsystem.htm |
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== Harry Potter 3 - Whomping willow == | == Harry Potter 3 - Whomping willow == |
{{http://www.pawfal.org/dave/images/whomp2.jpg}} | {{http://www.pawfal.org/dave/images/whomp2.jpg}} |
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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. |
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=== Online rendering === | === Online rendering === |
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| A realtime tree rendering paper: http://www3.uji.es/~ribelles/Dept/Papers/Papers/dlsi_01032002.pdf |
| Lots of multiresolution/simplification strategies. |
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| http://www.gametools.org/projects_udg/gt_ibr/papers/treeBillboardClouds.pdf |
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== Autumn == | == Autumn == |
{{http://farm4.static.flickr.com/3003/2663638019_4de6239b37.jpg?v=0}} | {{http://farm4.static.flickr.com/3003/2663638019_4de6239b37.jpg?v=0}} |
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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: |
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{{http://farm4.static.flickr.com/3167/2663638025_4b412b3d04.jpg?v=0}} | {{http://farm4.static.flickr.com/3167/2663638025_4b412b3d04.jpg?v=0}} |