In my thesis, I implement a procedural texturing method and three-dimensional foliage for a tree made of geometry elements from a finite set, that can be efficiently displayed on a video card. The aim is to display the plant geometry constructed according to rules providing a natural impression. The textures do not only have to appear continuous within geometric elements, but textured element must fit together seamlessly, without causing interruptions in the pattern. We also want that the patterns of the elements are automatically generated. There are several methods available for foliage rendering. The implemented solution provides a three-dimensional effect during movement and is efficiently rendered on the GPU.
Especially in the development of computer games the demand for efficient vegetation arises. For cost-effectiveness, developers often have to abandon the use of high-detail models and instead choose solutions that are more resource-efficient.
In the first part of my thesis I review the concepts of texturing and procedural texturing. Then I describe the problems that arise, then I suggest a way to texture the elements of the tree and to prepare the foliage. Finally, I talk about the implementation and summarize the results thus obtained.