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plant_rendering [2008-07-14 10:45] davegriffithsplant_rendering [2008-07-14 14:26] (current) 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 "greenworks organic software"): [[http://www.xfrogdownloads.com/]]+== xfrog ==
  
-== online ==+Greenworks organic software: [[http://www.xfrogdownloads.com/]] 
 + 
 +== gen3 == 
 +"parameter-driven tree model generator for Blender" > http://www.geocities.com.nyud.net:8080/bgen3/ 
 + 
 +== lsystem == 
 + 
 +An lsystem script for blender: http://jmsoler.free.fr/util/blenderfile/images/lsystem/lsystem.htm 
 + 
 +== Harry Potter 3 - Whomping willow == 
 + 
 +Done entirely with implicit surfaces to deal with the [[http://en.wikipedia.org/wiki/Fillet_(mechanics)|filleting]] problem. 
 + 
 +{{http://www.pawfal.org/dave/images/whomp2.jpg}} 
 + 
 +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. 
 + 
 +=== Online rendering === 
 + 
 +A realtime tree rendering paper: http://www3.uji.es/~ribelles/Dept/Papers/Papers/dlsi_01032002.pdf 
 +Lots of multiresolution/simplification strategies. 
 + 
 +An approach using billboards (camera facing sprites): http://www.gametools.org/projects_udg/gt_ibr/papers/treeBillboardClouds.pdf 
 + 
 +== Autumn == 
 + 
 +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://farm4.static.flickr.com/3003/2663638019_4de6239b37.jpg?v=0}} {{http://farm4.static.flickr.com/3003/2663638019_4de6239b37.jpg?v=0}}
  
-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 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: 
 {{http://farm4.static.flickr.com/3167/2663638025_4b412b3d04.jpg?v=0}} {{http://farm4.static.flickr.com/3167/2663638025_4b412b3d04.jpg?v=0}}
  
-this might be a technique for background mass foliage - level of detail maybe...+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.
  
  
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  • Last modified: 2008-07-14 10:45
  • by davegriffiths