This is amazing. Now I'm imagining the ability to simulate less-than-ideal conditions for tree growth. Placing the tree next to a building or on a hill or culling branches at certain stages in its life to see what happens next, etc.<p>I think my overall thought is: we see plenty of nice looking trees in games and graphics. What about authentically degenerate trees?
The algorithm is cool and the article is pleasing to read.
This makes me realise that the amount of wind affects the number of viable leaves.
Pretty cool idea: "buds compete for light, the tree distributes a growth resource among them, and the successful ones produce new shoots. Those shoots change the light available for the next round. The crown shape emerges from this feedback loop."<p>I would never have thought to generate tree shapes by simulating real life
The generated trees look absolutely amazing. Adjusting the process for different lighting situations seems straightforward too - freestanding trees look different from those in woods.
This is super cool! Been looking into procedural tree generation for a project and that paper is a great starting point.
oh hey, very nice result!
i've been experimenting with trees (using ai) as well - <a href="https://treesim.netlify.app/" rel="nofollow">https://treesim.netlify.app/</a>
Procedural generation always looks magical until you realize it's just a bunch of simple rules fighting for resources.
Oh hell yeah, a topic like this was on my bucket list for a while.
This is beautiful! Thank you for sharing!
Show me a smoothly animated demo of growth from a bud! It would look incredible
now i am wondering if that would correctly imitate crown shyness etc. When several trees grow close to each other
Very nice overview of procedural tree generation!
Nice to see another article from Mr Arion Render, always a pleasure. And of course posted by ibobev, always worth watching his HN submissions.