This is
a method for modeling and rendering a procedural tree in real-time.
A branch glowing algorithm is introduced for progressively
modeling the tree. The algorithm also provides the capability of tweaking
the shape of the tree in a parametric way. The demonstration program shows
the performance of this method.
Demo
program for OpenGL/Win32
- The demo program is implemented with VC++ 6.0, in 2001, and refactored with
VC++ 2003, in 2003. Rendering implementation is based
on OpenGL 1.1. I developed and tested it on a laptop of 1.2G Celeron CPU
with ATI Radeon M6 video card, 16M video-memory on broad. It goes about
40 fps.
- Make sure you have hardware-accelerated OpenGL
runtime library installed instead of the software-simulated one that
was pre-installed by Windows. If not, great fps drop appears. Usually, the
correct OpenGL runtime library is shipped with the latest driver
of the
video card. The caption of the demo program window shows
the name of the current OpenGL runtime library in use. It is expected that the
name contains the model of your video card.
- Be
CAUTION when turning [ Tree Total Depth ] and [ SSE. Dep. Attenuate ].
Large values of the two parameters would make a low-end PC run very slowly.
However, a powerful PC with Pentium VI CPU and 256M memory can go with
both parameters reach the maximum.
- All
global parameters mentioned in the report ,english version, is named as
the following in the UI of the demo:
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Terms
in paper
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Terms
in UI
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Depth
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Tree
Total Depth |
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Expand
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SEG.
Expand Angle |
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Length
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SEG.
Len. Attenuate |
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Radius
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SEG.
Rad. Attenuate |
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Twist
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SEG.
Twist Angle |
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Bifarcate
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SSE.
Bifurcate Angle |
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SideDepthScale
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SSE.
Dep. Attenuate |
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SideScale
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SSE.
Scale Attenuate |
Downloads
The
demo program:[ Win32 Executable ]
[ Source code ]
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Wireframe
view

Snapshot 1

Snapshot 2
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