BoBlossom: modeling growing plants in games.
Bo Zhu, Xuekun Fu · 2010
Real time modeling of growing plants is a hot topic in computer graphics in recent years. Modeling natural-looking flowers, trees, vines and grasses in a game scene can significantly improve the realism. In this paper we present a fast method to model the growing process of different herbaceous and woody plants in a unified way. The structures of the plants are expressed by a series of intuitive plant parameters with restricted randomness and multi-layered details. The plant growth is modeled based on a skeleton and a detailed surface similar to [Streit et al. 2005]. We demonstrate our method in a real time application BoBlossom, in which the player could freely seed kinds of flowers and trees in a small virtual planet.