Gardening Simulator Based on L-System Algorithm

This paper presents a gardening simulator that leverages the L-System algorithm to procedurally generate realistic plant models. The simulator provides a virtual environment for users to create and interact with digital gardens, offering an engaging and immersive experience. The L-System, a formal grammar introduced by Aristid Lindenmayer, is used to model plant growth patterns, including the formation of branches, leaves, and stems. This approach allows for the semi-automatic creation of diverse plant structures, enhancing realism without the need for extensive manual modeling. The simulator is implemented using Unity, integrating 3D models and texture mapping to produce visually accurate plants. The paper discusses the theoretical foundation of L-Systems, their application in procedural generation, and compares various methods for creating plant models, including traditional rule-based methods and 3D scanning. The resulting simulator aims to make the joy of gardening accessible to a wider audience, including those in urban areas or with physical limitations, while also serving as an educational tool for teaching plant biology and growth processes.

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Publication Details

Published
2024-09-21
DOI
https://doi.org/10.1109/isemantic63362.2024.10762496
Primary Topic
Remote Sensing and Land Use
Type
article
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Gardening Simulator Based on L-System Algorithm

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Remote Sensing and Land Use
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Gardening Simulator Based on L-System Algorithm

Ary Setijadi Prihatmanto, Rahadian Yusuf, Agus Sukoco, Fajar Winata, Rizky Kharisma N.E.P
article en

Abstract

This paper presents a gardening simulator that leverages the L-System algorithm to procedurally generate realistic plant models. The simulator provides a virtual environment for users to create and interact with digital gardens, offering an engaging and immersive experience. The L-System, a formal grammar introduced by Aristid Lindenmayer, is used to model plant growth patterns, including the formation of branches, leaves, and stems. This approach allows for the semi-automatic creation of diverse plant structures, enhancing realism without the need for extensive manual modeling. The simulator is implemented using Unity, integrating 3D models and texture mapping to produce visually accurate plants. The paper discusses the theoretical foundation of L-Systems, their application in procedural generation, and compares various methods for creating plant models, including traditional rule-based methods and 3D scanning. The resulting simulator aims to make the joy of gardening accessible to a wider audience, including those in urban areas or with physical limitations, while also serving as an educational tool for teaching plant biology and growth processes.

Bandung Institute of Technology (ID)
Zero hunger
Openalex Percentile: Top 73%
Remote Sensing and Land Use
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