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plant_rendering [2008-07-14 10:40] – created davegriffiths | plant_rendering [2008-07-14 12:40] – nik | ||
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- | ==== plant rendering notes and links ==== | + | ==== Plant rendering notes and links ==== |
- | == offline == | + | (Let me know if this needs to be moved - dg) |
- | xfrog (or " | + | === Offline rendering === |
- | == online | + | == xfrog == |
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+ | Greenworks organic software: [[http:// | ||
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+ | == gen3 == | ||
+ | " | ||
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+ | == Harry Potter 3 - Whomping willow == | ||
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+ | Done entirely with implicit surfaces to deal with the [[http:// | ||
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+ | {{http:// | ||
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+ | Very slow to compute, of course - though it might be possible to use some implicit surface mesh calculation, | ||
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+ | === Online rendering === | ||
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+ | == Autumn == | ||
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+ | One of my lsystem attempts in fluxus - a very stylistic approach (all right angles). | ||
+ | Trees are built out of cube primitives for an artificial life simulation, in isometric projection: | ||
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+ | {{http:// | ||
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+ | 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:// | ||
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+ | This worked well, and I could render more trees at an acceptable framerate. It might be a good technique for background mass foliage - or low level of detail for distant plants... I think you can do the face forward calculation in a hardware shader these days. | ||