An approach oriented on botanical growth rules was pioneered by De Reffye et al. [34]. The authors simulated the growth of the shoot axes in discrete time steps from node to node. one internode after the other is placed along a shoot, and branching and leaves are produced. The time steps are fixed within the […]
Category: Digital Design of Nature
Geometric Modeling
Bloomenthal [17, 18] focuses on the geometrical aspects of tree modeling. The approach is demonstrated with a tree example that shows a branching structure generated by a recursive algorithm. Unfortunately, its production is not revealed. The control points created with the algorithm are then connected by continuous spline interpolation. The surface is created by connecting […]
Generation Using Particle Systems
Compared with the previous achievements in this area, the works of Reeves [171] as well as Reeves and Blau [172] illustrate the different motivations underlying the modeling of plants. Reeves, employed with Lucasfilm, needed a fast, relatively realistic method to represent vegetation such as forest or meadows. The botanical correctness of the models was in […]
Regulation of the Branching Process
Ten years after their first work, Honda et al. [92] examined how a branching procedure can be controlled by rule mechanisms. They found that with plants that have dense branching structures, no overlapping of the branches occurred, therefore there had to exist a mechanism by which overlapping could be prevented locally. The simulation of such […]
Three-Dimensional Procedural Models
Honda [91] and Fisher [62, 63] also came from a botany background. Their approach is to simulate the branching structures of trees and other plants using another procedural model. Here, for the first time, three-dimensional tree skeletons evolve. The pictures are obtained through projection of the 3D-data onto the viewing plane. However, the model is […]
A First Continuous Model
Independently of the discrete cellular automata, Dan Cohen, a botanist, implemented the first procedural method for the modeling of branching structures [29]. For each branching pattern a Fortran program was written using a set of simple growth rules. Although here for each structure a new algorithm is programmed (we are dealing with a typical procedural […]
Cellular Automata
Stanislaw Ulam [220] worked with John von Neumann and became inspired by von Neumann’s concept of cellular automata. In this concept, the space, either an arbitrary dimensional abstract space or – for botanical simulation – the usual two – or three-dimensional space, is divided entirely into cells of the same dimension. Aside from the division […]
Procedural Modeling
Programming of Plants Computer-assisted simulation of natural growth processes was introduced as early as 1966 – during the time computers became more and more available to researchers. So-called cellular automata, simple computer models, developed by John von Neumann (1903-1957) in the 1950s, were utilized by Stanislaw Ulam in 1966 for the production of branching patterns. […]
Spatial Mechanistic Models
contrary to the phenomenological models, mechanistic models are based on ecological parameters of individual system components, which are defined independently. The result of the simulation is determined by these parameters, by the interaction characteristics of the plants involved, and by the model assumptions. The first category of such models is reaction-diffusion models, which describe the […]
Spatial Phenomenological Models
in such models the focus no longer is on the single plants and their total number, but on the surface used as well as the growth rate. The density of the individual species is determined here by real measurements in nature. interaction between the species takes place according to an ecological model. in the simplest […]