Information
- Publication Type: Bachelor Thesis
- Workgroup(s)/Project(s):
- Date: December 2023
- Date (Start): November 2021
- Date (End): December 2023
- Matrikelnummer: 0271409
- First Supervisor: Michael Wimmer
- Keywords: rendering, modeling, plant
Abstract
This bachelor's thesis explores the development of a plugin for the open-source game engine Godot 3.5, aimed at providing an easy way for procedurally creating pleasing plant visualizations, specifically in the frame of the Sustainable Agroecosystem project. This is achieved by importing data conforming to a predefined format that abstractly describes the structure of plant organisms. Upon import, the plugin generates 3D surfaces for the branching structures and employs instancing for rendering leaves efficiently. One of the key features of the plugin is its adaptive surface subdivision mechanism, which dynamically generates the surface at different levels of detail based on the proximity to the camera.The plugin's implementation leverages Godot's GDPlugin feature to seamlessly integrate into the engine's workflow. The procedural generation of plant structures is achieved through algorithmic processes that translate "tree skeletons" into 3D surfaces. However, due to limitations inherent in Godot 3, the adaptive subdivision mechanism is implemented on the CPU. In tests, this resulted in the following: Exports of models in the highest level of detail yielded better performance than models with adaptive subdivision.
The thesis covers the design, implementation, and theory behind the plugin. An evaluation of the plugin's functionality and performance is conducted, highlighting its capability to dynamically adapt the mesh at runtime. Performance comparisons between the adaptive subdivision approach and using the exported surface are presented, revealing the issues with the implementation on the CPU.
In conclusion, the developed plugin presents a novel approach to procedurally generate and render complex plant structures within the Godot 3.5 game engine. It extends the capabilities of the engine in creating realistic virtual environments while addressing the challenges of adaptive subdivision on the CPU. The thesis explores the intricacies of integrating such plugins into game engines and opens avenues for further optimizations.
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No further information available.BibTeX
@bachelorsthesis{Grossfurtner-2023-paego, title = "Generating Aesthetic Plant Models from an Open Data Format of the Project for Sustainable Agroecosystems in Godot", author = "Moritz Leander Gro{\ss}furtner", year = "2023", abstract = "This bachelor's thesis explores the development of a plugin for the open-source game engine Godot 3.5, aimed at providing an easy way for procedurally creating pleasing plant visualizations, specifically in the frame of the Sustainable Agroecosystem project. This is achieved by importing data conforming to a predefined format that abstractly describes the structure of plant organisms. Upon import, the plugin generates 3D surfaces for the branching structures and employs instancing for rendering leaves efficiently. One of the key features of the plugin is its adaptive surface subdivision mechanism, which dynamically generates the surface at different levels of detail based on the proximity to the camera. The plugin's implementation leverages Godot's GDPlugin feature to seamlessly integrate into the engine's workflow. The procedural generation of plant structures is achieved through algorithmic processes that translate "tree skeletons" into 3D surfaces. However, due to limitations inherent in Godot 3, the adaptive subdivision mechanism is implemented on the CPU. In tests, this resulted in the following: Exports of models in the highest level of detail yielded better performance than models with adaptive subdivision. The thesis covers the design, implementation, and theory behind the plugin. An evaluation of the plugin's functionality and performance is conducted, highlighting its capability to dynamically adapt the mesh at runtime. Performance comparisons between the adaptive subdivision approach and using the exported surface are presented, revealing the issues with the implementation on the CPU. In conclusion, the developed plugin presents a novel approach to procedurally generate and render complex plant structures within the Godot 3.5 game engine. It extends the capabilities of the engine in creating realistic virtual environments while addressing the challenges of adaptive subdivision on the CPU. The thesis explores the intricacies of integrating such plugins into game engines and opens avenues for further optimizations.", month = dec, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Research Unit of Computer Graphics, Institute of Visual Computing and Human-Centered Technology, Faculty of Informatics, TU Wien ", keywords = "rendering, modeling, plant", URL = "https://www.cg.tuwien.ac.at/research/publications/2023/Grossfurtner-2023-paego/", }