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plant_rendering [2008-07-14 10:45] – davegriffiths | plant_rendering [2008-07-14 10:54] – davegriffiths | ||
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- | ==== plant rendering notes and links ==== | + | ==== Plant rendering notes and links ==== |
- | (let me know if this needs to be moved - dg) | + | (Let me know if this needs to be moved - dg) |
- | == offline | + | === Offline rendering === |
xfrog (or " | xfrog (or " | ||
- | == online | + | === Online rendering |
+ | |||
+ | 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: | ||
- | one of my lsystem attempts - stylistic rendering building trees with cube primitives for an artificial life simulation: | ||
{{http:// | {{http:// | ||
- | the cubes approach was too slow (in 2004) so I moved to using camera facing geometry (sprites), textured with faked normals to make them shade according to the lighting to appear cylindrical: | + | 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: |
{{http:// | {{http:// | ||
- | this might be a technique for background mass foliage - level of detail | + | This worked well (nice and fast) it might be a good technique for background mass foliage - low level of detail |