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Tree generation in WebGPU

Alex Goldring

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Tree generation in WebGPU

24 просмотра · 3 дн. назад
Alex Goldring
66 подписчиков
24 просмотра · 3 дн. назад
engine: https://meep.company-named.com/ --- did more work on the tree generator for WebGPU more biomechanically accurate branching, fewer very long thin branches branch growth takes gravity and material into account now branches use full collision resolution, previously it was statistically improbable, now it's impossible Added senescence parameter to leaves, so we can cover different phases of growth, especially useful for autumn and for young leaves (spring) leaf cards are now generated with variants, so leaves don't all look the same placement optimization, much fewer cards and branches required for the same overall coverage/volume, ~50% fewer triangles overall I don't think realism is something I will chase relentlessly on this, as this is intended for real-time applications, to generate foliage for games and interactive experience, not so much for botanical simulations. But having a principled generator costs nothing at runtime, so I'm going as far as it makes sense to. Right now a tree takes anywhere from 50ms to about 1s to generate, depending on the size and other configuration parameters, which is entirely reasonable for my goals.