Recently I stumbled across the Procedural World Blog (https://procworld.blogspot.de/). It has a nice post on how to generate trees algorithmically. They use the so-called Space Colonialization algorithm . Basically, a large number of attraction-points is chosen randomly within the volume of the soon-to-be tree crown and each of these points excerts an influence on the sequentially growing branches. That post is from 2010 and there has been considerable progress. Just a quick glance into literature:
- Space Colonialization is actually based on a publication on leaf ventilation patterns (the branching structures within a leaf) . The authors found that what works for leafes only needs some minor adjustments to be applicable to whole trees . Copy, transform, combine – that’s how nature works after all.
- Guiding Vector Trees are created by choosing shortest paths between randomly sampled points within a volume. To avoid a straight line from the stem towards the tip of the branch, path weights are calculated by the distance towards the direction of a guiding vector. That is a vector that changes gradually based upon the vector of the parent node . The authors worked towards this method in two prior publications that propose very similar algorithms [4,5] and might be helpful to understand some of the details.
- Procedural Branch Graph is a method created for fast real-time creation of trees within a virtual reality (yeah, that’s just to make it sound more fancy. You could of course use any of the above trees, if you sample a low poly version). But they propose some useful hints on how to process the 3D mesh structure of the tree for performance .
Furthermore there are some interesting approaches that start with a complete tree model:
- Pirk et al. animate a naturalistic growth process .
- Again Pirk et al. show how to transform a tree skeleton so that it responds to obstacles and lightning in its proximity .
- Ao et al. choose a clever representation of the tree structure, called Ball B-Spline Curves, that allows for a cheaper calculation of motion . Moving tree meshes – well that’s cool.
Personally, I find the Guiding Vector Tree approach promising. The rendered images provided in the paper show some convincing examples of really beautiful, realistic-looking trees. In the following posts I’ll explain some of the details of implementing such an approach in C# and Unity.
 Runions, Adam, Brendan Lane, and Przemyslaw Prusinkiewicz. “Modeling Trees with a Space Colonization Algorithm.” NPH 7 (2007): 63-70.
 Runions, Adam, et al. “Modeling and visualization of leaf venation patterns.” ACM Transactions on Graphics (TOG) 24.3 (2005): 702-711.
 Xu, L., & Mould, D. (2015, October). Procedural tree modeling with guiding vectors. In Computer Graphics Forum (Vol. 34, No. 7, pp. 47-56).
 Xu, Ling, and David Mould. “Synthetic tree models from iterated discrete graphs.” Proceedings of Graphics Interface 2012. Canadian Information Processing Society, 2012.
 Xu, Ling, and David Mould. “A procedural method for irregular tree models.” Computers & Graphics 36.8 (2012): 1036-1047.
 Kim, Jinmo. “Modeling and Optimization of a Tree Based on Virtual Reality for Immersive Virtual Landscape Generation.” Symmetry 8.9 (2016): 93.
 Pirk, Sören, et al. “Capturing and animating the morphogenesis of polygonal tree models.” ACM Transactions on Graphics (TOG) 31.6 (2012): 169.
 Pirk, Sören, et al. “Plastic trees: interactive self-adapting botanical tree models.” ACM Transactions on Graphics 31.4 (2012): 1-10.
 Ao, Xuefeng, Zhongke Wu, and Mingquan Zhou. “Real time animation of trees based on BBSC in computer games.” International Journal of Computer Games Technology 2009 (2009): 5.