Procedural generation of objects can be used to build polygonal meshes of objects much faster
than with modelling tools. This is particularly true for objects that should look diverse, yet share
some common characteristics. Trees are a typical example because their branches grow away
from the trunk and extend towards the light.
This thesis presents a sequence of computer graphics methods that enable procedural
generation of completely procedural trees that can be used in computer games. The modified Space Colonization Algorithm can help generate the skeleton of the tree that is adapted to the three-dimensional space, which is defined as a point cloud. The skeleton is the foundation for the construction of the polygonal tree mesh. However, a number of steps need to be taken to create an adequate polygonal mesh. Each step adds new details to the mesh and one of the important ones is to merge individual cylinders.
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