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Computer Animation 2002
Virtual Climbing Plants Competing for Space
Geneva, Switzerland
June 19-June 21
ISBN: 0-7695-1594-0
Bedřich Beneš, Instituto Tecnológico y de Estudios Superiores de Monterrey
Erik Uriel Millán, Instituto Tecnológico y de Estudios Superiores de Monterrey
An old algorithm or visual simulation of climbing plants is extended here. Plants are modeled as systems of oriented particles that are able to sense their environment. Particles move to the best locations using directed random walk. We use the phenomenon o traumatic reiteration or critical cases. If there is no location or further growth possible the particle dies, but before sends a signal that is propagated down in the plant structure. This signal activates the closest possible sleeping particle that takes its job. We use an associated voxel space or collisions and space occupancy detection as well as or evaluating the illumination of the plant organs. The algorithm is fast, easy to implement, and runs interactively even for quite large scenes on a medium-class computer. We believe that this approach can be used as an interactive technique in architecture, computer games, computer animation, etc.
Index Terms:
virtual climbing plant, visual simulation, artificial life, collision detection, voxel space, particle system, oriented particles
Citation:
Bedřich Beneš, Erik Uriel Millán, "Virtual Climbing Plants Competing for Space," ca, pp.33, Computer Animation 2002, 2002
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