The completed animation.
Final Animation of Jeep (6.1 MB)
My final image, including leaves.
Started on the leaf growing. This image shows the placement of the leaves in purple, with the vine itself in green.
Already have a leaf model, so just need to align the leafs properley in POV-Ray now.
Grew vines on my excellent picture overnight. Need to mess around with the vine texture some more. (Only covering them with sand at the moment.)
Worked on the layout for my excellent picture. Decided on a desert theme, will have really crackly desert vines growing over it.
Shown in six stages, from start to finish.
Basic landscape, with a sky sphere in the background. No clouds in a desert. : ) |
Added a ground texture to simulate sand, as will as a few sand dunes. Also fog in the far horizon. |
The basic jeep, with a fresh paint job. |
Added some camouflage paint, to give it an army feel. |
The jeep is now pretty beat up, with dents all over the place. |
And now it is covered in sand, as it should be. |
A single model, with some pov-ray textures on the vines themselves.
A single model, showing without sphere sweep and sphere sweep.
Mapped vines over a castle. Also added textures to the 3DS model in POV-Ray.
Created another animation using POV-Ray of wrapping around models, this time with a greater resolutions and smaller vine size.
FighterSmall.mov
Also wrapped vines around a jeep.
Created more animations using POV-Ray, this time wrapping around the object similar to the pictures below.
PlaneSmall.mov
DinoSmall.mov
Also wrapped some vines around a Futuristic Fighter. Will have an animation of same up by tomorrow.
Finally got the vines to wrap close around the model.
Created more animations using POV-Ray.
HindSmall.mov
ShipSmall.mov
Created a few animations using POV-Ray.
TieFighterSmall.mov
MechSmall.mov
WareWolfSmall.mov
Image generated by POV-Ray of wolf head.
Grown using a resolution of 200 units^3. Very slow, took about 10 minutes overall, most of which was spent calculating the light
values for every voxel. (Only one light source)
Showing how vines grow with light sources in the system, and how the light colour is computed for each segment.
Only 3 light sources.
Vines growing over a bear. The only problem I really still have is vines dying when they hit an object instead of going around it, after this is
fixed I will stop working on the functionality of the vine growing and concentrate on the GUI and the thesis.
The GUI. Main window will not change much, but more windows may be created to accompany the main one, time permitting. (Such as file load window.)
Testing for collisions with the other parts of the vine. The yellow segments show where collision between vines occurs, while the red segments
show where the vine intersects with the 3DS object.
The 3DS object by itself.
Testing for collisions with the 3DS object. The red segments show where collision occurs.
These are examples of vines that are created using random parameters. The next step will be to test for collisions.
This program converts the polygons returned by the 3DS reader into voxels.

This program converts a 3DS file into its respective polygons.
Calculating the light values for each voxel. This shows the values without any obstacles. (Includes six light sources.)
This shows only one light source, but with the introduction of barriers.
This shows all six light sources with the introduction of barriers.
This shows the actual layout of the light sources and the objects for the simulator.
The new version of the light sources, consisting of a point and a circle.
A vine system growing under the constraints of a Voxel Space Automata.
A closer view of the above image.
A single vine growing in an environment consisting of light and dark sources.
A full vine system growing in an environment consisting of light and dark sources.
A basic diagram of a vine system, using L-systems.