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plant_rendering [2008-07-14 10:48] – davegriffiths | plant_rendering [2008-07-14 10:56] – 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 - a very stylistic approach (all right angles). | + | One of my lsystem attempts |
- | trees are built out of cube primitives for an artificial life simulation, in isometric projection: | + | Trees are built out of cube primitives for an artificial life simulation, in isometric projection: |
{{http:// | {{http:// | ||
- | the cubes approach was too slow (for my old graphics card 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. |
{{http:// | {{http:// | ||
- | this might be a technique for background mass foliage - level of detail | + | 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 |