eTree '2001 and '2003

This is a method for modeling and rendering a procedural tree in real-time. A branch glowing algorithm is introduced for progressively modeling the tree. The algorithm also provides the capability of tweaking the shape of the tree in a parametric way. The demonstration program shows the performance of this method.

Demo program for OpenGL/Win32
- The demo program is implemented with VC++ 6.0, in 2001, and refactored with VC++ 2003, in 2003. Rendering implementation is based on OpenGL 1.1. I developed and tested it on a laptop of 1.2G Celeron CPU with ATI Radeon M6 video card, 16M video-memory on broad. It goes about 40 fps.

- Make sure you have hardware-accelerated OpenGL runtime library installed instead of the software-simulated one that was pre-installed by Windows. If not, great fps drop appears. Usually, the correct OpenGL runtime library is shipped with the latest driver of the video card. The caption of the demo program window shows the name of the current OpenGL runtime library in use. It is expected that the name contains the model of your video card.


- Be CAUTION when turning [ Tree Total Depth ] and [ SSE. Dep. Attenuate ]. Large values of the two parameters would make a low-end PC run very slowly. However, a powerful PC with Pentium VI CPU and 256M memory can go with both parameters reach the maximum.

- All global parameters mentioned in the report ,english version, is named as the following in the UI of the demo:
 
Terms in paper
 
Terms in UI
 
Depth
  Tree Total Depth
 
Expand
  SEG. Expand Angle
 
Length
  SEG. Len. Attenuate
 
Radius
  SEG. Rad. Attenuate
 
Twist
  SEG. Twist Angle
 
Bifarcate
  SSE. Bifurcate Angle
 
SideDepthScale
  SSE. Dep. Attenuate
 
SideScale
  SSE. Scale Attenuate

Downloads
The demo program:[ Win32 Executable ] [ Source code ]

 
Wireframe view


Snapshot 1


Snapshot 2