Getting into the Yazel thread a little myself.
Let me first say that I have built my career
reinventing the wheel.  Seriously, though, I
see no problem trying to make a better wheel
but I am not sure that is what David is doing
anyway.

Yes, as a guy who has attended SIGGRAPH for
a few years, I have seen numerous extremely
cool methods for generating urban environments,
plants, imposters, etc.  Last year's paper by Pryemyslaw
Prusinkiewizc--known as Dr. P.P-- and students on the modelling of plants
was truly inspirational-(as were the other papers in that session).
The point is that I haven't seen those techniques implemented in Java 3D so
much.  Nor the
particle systems, with the exception of David
and Shawn Kendall.

Also, a lot of these techniques we see at SIGGRAPH don't function in real
time.  And the longer you
look the more you begin to see anomolies
and artifacts in the renderings.

Anyway, David keep up the good work and feel
confident that you next game won't cost $600K
but a mere $500K instead!

Alex
-----Original Message-----
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED]]On Behalf Of Justin Couch
Sent: Thursday, January 03, 2002 5:01 PM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Drawing lots of trees and vegetation


Yazel, David J. wrote:

> I thought the list might be interested in some notes on this subject.  We
> will be attempting the implement the scheme described below in the near
> future, and if there is interest I would be happy to share the results.

Having a read through here, there appears to be nothing particularly new
as most of these are tried and trusted techniques. I get the gut-feeling
that you are just digging through the issues and finding them out for
yourself the first time through trial and error. I'd like to point you
in the direction of a few siggraph papers over the last 10 years or so
that work through a lot of these, but I don't have anything except last
year's proceedings handy. Anyway, there is on particular paper in there
that will be extremely handy for you because it describes almost exactly
what you want to do - with one extra benefit - shadows.

The presentation was titled "Real-time rendering of populated urban
environments" by Franco Tecchia of University College London. The basic
technique uses imposters, where the imposters are animated  to simulate
walking crowds. In addition to this, shadows are projected so that as
you fly through the scene, the crowd appears to be mingling and looks
very realistic. IIRC they used six different imposter characters, and
then variations on the colours of each character for even more visual
variety. In the summary they say:

"The system was testing on a PC Pentium 833MHz with a GeForce2 GTS 64MB.
We populated our environment with a total of 10,000 humans walking
aroudn a village modeled with 41,260 polygons and performing collision
avoidance against the building and between the avatars themselves. At a
video resolution of 1152x768 the display updated on average at 17fps".

The URL given is:

http://www.cs.ucl.ac.uk/staff/Y.Chrysanthou/crowds/sketch/
--
Justin Couch                         http://www.vlc.com.au/~justin/
Freelance Java Consultant                  http://www.yumetech.com/
Author, Java 3D FAQ Maintainer                  http://www.j3d.org/
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Neither man nor woman is the measure of all things. Every organism
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                                               - Greg Bear, Slant
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