acron.vegetation¶
What an Ecosystem needs to know about a plant species: its size and life, how it takes shade, which ground it wants, and how it spreads. |
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The ground an ecosystem grows on: a heightfield over a rectangle of the world, and optional masks over the same rectangle -- moisture (0 dry . |
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The plants one simulated tile (or region) ended with, and the light that reaches its ground. |
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A plant-ecosystem simulator after Deussen et al., "Realistic modeling and rendering of plant ecosystems" (SIGGRAPH 1998: plants competing for room and light, succession, seeding) and Makowski et al., "Synthetic Silviculture: Multi-scale Modeling of Plant Ecosystems" (SIGGRAPH 2019: plants shading their neighbours by their crowns, shade tolerance, self- thinning, seed dispersal), for placing woods over a terrain. |
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The CPU side of instanced grass: where the blades stand, in square cells round the camera, and which cells draw at which level of detail. |
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Where the grass has been trodden or driven over: a square map of `size` texels over `extent` metres that follows a centre (a camera, a player, a vehicle) in whole texels, so what was stamped stays put in the world while the map moves. |
Global Functions