Low poly tree L-system experiment
I wrote 3d-quickhull having in mind that it
would easily make me able to perform rather complex shape triangulation. Most importantly; making me
able to think of meshes only in terms of convex shapes and points in space instead of triangle faces.
algorithmic beauty of plants was a good inspiration, and gives nice l-system classification.
Here is an example of such experiment, using 3d-quickhull along with a stochastic l-system to generate
obj model of trees in a low-polygon style. This experiment was about 200 lines of c++ code, using only
glm and the quickhull library as external dependencies.
Images were rendered using cinema4d.



First result of tree