Weeds & Trees (in Three.js)
Recently I have been working with the great 3D javascript library for webGL, three.js. After progressing through the various tutorials available I started looking for something interesting to implement using the library that wasn’t just making boxes.
Humboldt-University have a great section of Complexity Explorables which they describe as
A collection of interactive explorable explanations of complex systems in biology, physics, mathematics, social sciences, epidemiology, ecology and other fields….
One of the examples I particularly liked was using a simple iterative method to generate trees and branching patterns using the d3 library.
Obviously, this is in 2d, so I thought it would be interesting to see if this algorithym could be generalised to 3D tree generation.
Initially I did a straight port of the algorithm in the source code to three.js:
Obviously, that’s just a flat structure, and if you rotate it 90 degrees, it gives the game away;
My initial attempts at rotating in 3D were not entirely successful. Though for the “Tim Burton Tree”, it’s not actually far off what you would expect
#References#
http://jasser.nl/fractal/
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