Growing Trees

(brashandplucky.com)

176 points | by ibobev 3 days ago

15 comments

  • Waterluvian 5 hours ago
    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.

    I think my overall thought is: we see plenty of nice looking trees in games and graphics. What about authentically degenerate trees?

    • andai 57 minutes ago
      Now I want a simulated caterpillar. In my area, we sometimes get caterpillar apocalypse where the whole forest will be full of them, sometimes they cover entire trees with their silk.

      I think the most interesting result would be somewhere halfway between 0 and 100% nibbled.

  • abrookewood 9 hours ago
    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."

    I would never have thought to generate tree shapes by simulating real life

  • levicanskij 8 hours ago
    Procedural generation always looks magical until you realize it's just a bunch of simple rules fighting for resources.
    • fenykep 6 hours ago
      That makes it even more magical to me.
      • d-us-vb 3 hours ago
        reductionists being reductionists. I'm with you.
        • lloydatkinson 3 hours ago
          There has been a complete deluge of new accounts sometimes only hours or days old being extremely condescending, overly negative, sometimes antagonistic, and sometimes they seem like a kind of LLM prompted to cause arguments.
    • armeehn 3 hours ago
      occam's razor at its finest
  • perfsakuya 7 hours ago
    The algorithm is cool and the article is pleasing to read.
  • oniony 5 hours ago
    This makes me realise that the amount of wind affects the number of viable leaves.
  • yxhuvud 6 hours ago
    The generated trees look absolutely amazing. Adjusting the process for different lighting situations seems straightforward too - freestanding trees look different from those in woods.
  • efromvt 5 hours ago
    This is super cool! Been looking into procedural tree generation for a project and that paper is a great starting point.
  • swazzy 9 hours ago
    oh hey, very nice result! i've been experimenting with trees (using ai) as well - https://treesim.netlify.app/
  • Syper 2 hours ago
    Could foresters use this?
  • cvanelteren 7 hours ago
    Oh hell yeah, a topic like this was on my bucket list for a while.
  • swiftcoder 10 hours ago
    Very nice overview of procedural tree generation!
  • eluded-xyz 7 hours ago
    Show me a smoothly animated demo of growth from a bud! It would look incredible
  • pixelpoet 9 hours ago
    Nice to see another article from Mr Arion Render, always a pleasure. And of course posted by ibobev, always worth watching his HN submissions.
  • camidagreat1 5 hours ago
    This is beautiful! Thank you for sharing!
  • busssard 7 hours ago
    now i am wondering if that would correctly imitate crown shyness etc. When several trees grow close to each other
    • swiftcoder 6 hours ago
      It can, but doing that for a whole forest would require a lot of voxels!
      • yxhuvud 6 hours ago
        Yes, especially as not all trees are the same age, and the older trees were grown defined by even older trees that are now gone.
        • busssard 4 hours ago
          yeah, and them having different rules for growth given different species
          • swiftcoder 3 hours ago
            All their growth models do involve light, however. So it probably does make sense to have a common light representation - ideally some sort of sparse cone storage though, not a voxel grid the size of a forest.