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Author Topic: Tree Generator  (Read 1032 times)
CoreDumped
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« on: June 06, 2013, 02:49:33 PM »

I'm working on a procedural tree generator: http://www.miniarchitect.com/tree



The tree skeleton is generated using Space Colonization algorithm http://algorithmicbotany.org/papers/colonization.egwnp2007.html

  The tree mesh (cylinder along the skeleton spline) is generated using generalized cylinders http://www.cs.duke.edu/courses/cps124/fall01/resources/p305-bloomenthal.pdf

Works best with Google Chrome / Firefox
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eigenbom
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« Reply #1 on: June 06, 2013, 02:52:26 PM »

not bad! Smiley
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josh_s
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« Reply #2 on: June 06, 2013, 02:59:39 PM »

That's impressive! What will you do with it when it's done? Did you ever look at L-systems?

http://en.wikipedia.org/wiki/L-system
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Kekskiller
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« Reply #3 on: June 06, 2013, 03:50:44 PM »

Looking forward to some more attraction point volumes. I'm sure there was some nice paper about the typical space colonization look to something more organic... same site of course.

Quote from: dr_honeydew
Nah, don't bother with this unless you know your way around avoiding collision and the like. Space colonization is so nice to get carefree working models.
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eigenbom
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« Reply #4 on: June 06, 2013, 03:56:47 PM »

Quote from: dr_honeydew
Nah, don't bother with this unless you know your way around avoiding collision and the like. Space colonization is so nice to get carefree working models.

For super complex geometry like trees you usually can't see the collisions anyway -- unless you look really closely. L-systems are definitely worth looking at it, just so you can think about this stuff from a different angle.

Also check out this 'game': http://ludussilva.com/


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Impmaster
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« Reply #5 on: June 07, 2013, 01:33:03 AM »

Leaves. I demand it.  Hand Money Left (pretend those are leaves)
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Kekskiller
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« Reply #6 on: June 07, 2013, 01:46:15 AM »

I just assumed that non-intersecting trees is what he is looking for. Space colonization makes it rather easy to adjust to environments.
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CoreDumped
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« Reply #7 on: June 07, 2013, 06:19:47 AM »

Thanks for the feedback guys.  I'll definitely check out L-system (i'm new to procedural gen).  However it looks like this method is more artist friendly (here is a  comparison of the two algorithms).   

I plan to create a voxel based brush where you can define multiple arbitrary volumes for attraction points and the tree would grow there

As for the final product, I'm not sure. I'll probably create a mobile "game" where you can draw these volumes and have your tree grow.  Maybe have it as an animated background in android Smiley
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