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Mouses
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Data
Formats
  - 3D
  - Image
  - Vector
Meshes
Generation
  - Points
  - Edges
  - Meshes
Viewers
Modelisation
Reconstruction

Treatments
Denoising
Holes filling
Simplification
Subdivision
Compression
Convex hull
Clipper
Geometric texturing

Analysis
Differential Geometry
Geodesics
Segmentation
Normalization
Shape descriptors
Vectorization
Visibility
NPR
  - Stylised Lighting
  - Silhouettes and edges
  - Pen & ink, hatching,...
  - Volume illustration
Cutaways
Matching
Symmetry

Edges generation


L-Systems

Common commands
F Move forward and draw a line.
f Move forward without drawing a line.
+ Turn left.
- Turn right.
^ Pitch up.
& Pitch down.
\ Roll left.
/ Roll right.
| Turn around.
$ Rotate the turtle to vertical.
[ Start a branch.
] Complete a branch.
{ Start a polygon.
G Move forward and draw a line. Do not record a vertex.
. Record a vertex in the current polygon.
} Complete a polygon.
~ Incorporate a predefined surface.
! Decrement the diameter of segments.
' Increment the current color index.
% Cut off the remainder of the branch.

Bibliographie

References

The Algorithmic Beauty of Plants
Przemyslaw Prusinkiewicz and Aristid Lindenmayer
Springer-Verlag, 1990
website

Fractals and chaos
Paul S. Addison
Google books
Bookmark


2D L-Systems

Koch curve
Van Koch Snowflake
Quadratic Koch island (A)
Quadratic Koch island (B)
Square sierpinski

Peano curve
Quadratic Gosper
Hilbert
Quadratic Snowflake
Sierpinski Arrowhead
Dragon curve
Hexagonal Gosper

Triangle

Board
Rings
Cross A
Cross B

Vegetals

Leaves

Leaf

Bushes

Bush1
Bush2
Bush3
Bush4

3D L-Systems

3D Hilbert curve
Programming
3D mesh libraries
Graphics libraries
Data structures
Partitioning
Quaternion
Pluecker
Triangulation

References
Library
Publications
Bookmark

News
OpenGL
Devmaster
Geeks3D
Web3d
oZone[3D].Net
3dvf

Mondes persistants
gamekult
jeuxvideo.fr
NoFrag
TDT 3D


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