time needed to create the lattice, produce the den-
dritic shape, and compute the distance field for that
shape, and “isosurface” is the time needed for march-
ing cubes to extract the isosurface from the distance
field. In table 2, timing figures are given with respect
to a 3.2GHz P4 with 1GB RAM.
For 2D dendrites, the sub-one second modeling
time can be considered interactive, so that different
parameter settings can be experimented with live. The
3D modeling times, albeit on a somewhat coarser
grid, are nonetheless only around 10 seconds; for
comparison, the lightning simulations of Kim and Lin
require hours, and the ice simulations (in 2D) still re-
quire at least a few minutes. Desbenoit et al. (Des-
benoit et al., 2004) give times ranging from 1 second
to nearly 500 seconds, depending on the complexity
of the generated lichen. The DLA image shown in
Figure 11 was generated at a resolution of 500× 500
with 25000 particles; the basic random walker algo-
rithm was used on a 3.2GHz P4 and required about
7.5 minutes to complete.
5 CONCLUSIONS
We have presented a fast, simple method for generat-
ing dendritic forms. Because path planning has been
well studied in computer science, many standard al-
gorithms exist and should be familiar to computer
graphics practitioners; in consequence, our algorithm
is easy to implement. The path planning formulation
creates dendrites extremely quickly: less than a sec-
ond for simple structures, and less than 10 seconds for
complex fractal and 3D structures. Orders of magni-
tude more time are required for DLA and other re-
ported systems for creating dendritic shapes.
The range of natural objects expressible as den-
dritic forms is great. In addition to dendrites, the path
planning approach can generate irregular solid objects
by segmenting an input mesh. The versatility of den-
drites, combined with the ability to generate irregu-
lar solid models, gives our method potentially wide
applicability. Unlike L-systems, the path planning
framework is not very mature, and much remains to
be discovered. For example, future work can address
the endpoint placement process, perhaps by distribut-
ing them procedurally in a more sophisticated way.
In this paper, we have given a broad overview of
the dendritic shapes our method can generate. One
avenue for future work is to narrow in on specific phe-
nomena: lightning, trees, and lichens have long been
of interest in computer graphics, and we find moss a
particularly intriguing direction.
ACKNOWLEDGEMENTS
Thanks to Peter O’Donovan for the mossy peppers
image. This work was supported by NSERC RGPIN
299070-04.
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