Programmed digital plant growth simulation method and system

By iteratively constructing hierarchical skeletons and controlling VFX growth, the accuracy and efficiency issues of generating skeleton systems for complex plant models have been resolved, achieving efficient and accurate skeleton generation and natural growth simulation, and supporting animation output on multiple platforms.

CN121708167APending Publication Date: 2026-03-20ANHUI SHENGZI TECH CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-16
Publication Date
2026-03-20

AI Technical Summary

Technical Problem

Existing technologies struggle to automatically generate skeletal systems for complex plant models that conform to natural growth patterns, particularly in terms of accuracy and efficiency in identifying branch apex points, establishing hierarchical relationships, and calculating centerlines.

Method used

An iterative hierarchical skeleton construction method based on planar starting points is adopted. The branches are processed iteratively, the center point connection is calculated, the skeleton system is managed hierarchically, and a VFX growth controller and physical spread growth algorithm are used to achieve natural bending growth effect, generating a skeleton system that conforms to the laws of nature.

Benefits of technology

It improves the efficiency and accuracy of skeleton generation, ensures the geometric topological consistency between the generated skeleton system and the original plant model, and provides refined growth control for complex plant structures, with artistic controllability.

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Abstract

The invention relates to the technical field of computer graphics and digital content generation, and discloses a programmed digital plant growth simulation method and system. The method comprises the following steps: firstly, carrying out skeletal preprocessing on an input three-dimensional plant model, extracting a point sequence through an iterative algorithm based on a plane starting point, and constructing a hierarchical skeletal system; then, a growth path and a form rule are defined by using the nodal visual special effect graph; then, adopting a physically guided skeleton spreading algorithm, and controlling natural bending growth of the skeleton through vector force; and finally, performing multi-platform rendering output adaptation, and generating special effect resources compatible with a game engine and a film and television rendering pipeline. According to the technical scheme, high-efficiency and high-precision programmed plant growth simulation is achieved, and the technical bottleneck of a traditional method in the aspects of natural form spreading and artistic control is solved.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of computer graphics, digital content generation and procedural modeling, and particularly relates to a procedural digital plant growth simulation method and system. BACKGROUND

[0002] In the field of digital plant modeling and growth simulation, how to automatically generate a skeleton system that can be used for growth animation from an existing plant three-dimensional model is a key technical problem. Traditional methods mostly rely on manual setting of skeleton chains, which is tedious and difficult to ensure accuracy. Especially when dealing with plant models with complex branch structures, existing automated methods often cannot accurately identify the topological relationship of each level branch, resulting in a skeleton system that does not conform to the natural growth rules of plants.

[0003] Existing procedural modeling tools provide powerful geometric processing capabilities, but still lack specialized algorithms for plant skeleton generation and growth simulation. Some existing methods have challenges in accuracy and efficiency when dealing with key links such as branch tip point identification, level relationship establishment, and centerline calculation, especially for multi-level complex plant structures. There is a lack of systematic and automated skeleton generation and growth control scheme. Therefore, there is an urgent need for a method and system that can automatically generate a hierarchical skeleton system that conforms to the natural growth rules based on existing plant models. SUMMARY

[0004] The present application aims to overcome the shortcomings of the prior art and provide a procedural digital plant growth simulation method and system with high automation, precise control, and conformity to natural growth rules. The purpose of the present application can be achieved by the following technical solutions: A procedural digital plant growth simulation method, comprising the following steps: S1, hierarchical skeleton construction based on a planar starting point: create a starting plane at the bottom of the plant model, process each secondary branch through an iterative loop, group them as root attributes and calculate the center point connection line to construct a hierarchical skeleton system; S2, center point connection skeleton generation: Calculate the branch connection path according to the skeleton point hierarchical relationship, determine the connection position through geometric query and construct the connection line segment; S3, hierarchical skeleton system management: Separate and group different level branches, name them as level0, level1, level2... levelN according to the level, and mark the bottom points as treeroot attributes; S4, VFX growth controller: define growth control logic based on a nodal visual programming language, including growth speed curve, branch probability density and morphological constraint rules; S5, Physical spread growth algorithm: apply different physical constraints according to hierarchical attributes to achieve natural bending growth effect; S6, Multi-platform rendering output adaptation: generate special effect resource package compatible with game engine, film post-production and virtual reality platform.

[0005] Further, the specific process of S1 is as follows: Create a starting plane at the bottom of the plant model to define the growth starting position; Through iterative loop processing each secondary branch, identify the top point of each branch; Group the top points into root attributes and store them in point group; Calculate the branch line by finding the center point and build a hierarchical skeleton system.

[0006] Further, the specific operation steps of S2 are as follows: Determine the parent group according to the hierarchical identifier of the current point; find and locate the best connection position in the parent group through spatial proximity algorithm; and then create a connection line.

[0007] Further, the specific operation steps of S3 are as follows: Specifically, it includes assigning attributes to each connection point to represent its level, category and whether it is the main stem, and grouping management according to the hierarchical attributes.

[0008] Further, the specific operation steps of S4 are as follows: Create a growth control node network in the VFX graph editor to define the curve of growth rate changing with time; Set branch trigger condition nodes, including branch generation rules based on distance, angle or random probability; Configure shape constraint nodes to limit the maximum bending angle of the skeleton and the minimum branch length; Support real-time adjustment of growth parameters through parameter exposure interface to realize artistic guided plant shape control.

[0009] Further, the specific operation steps of S5 are as follows: Build a skeleton state cache system to store the position, rotation and growth state of each frame of skeleton; Apply quaternion spherical linear interpolation to realize smooth transition of skeleton rotation; Configure inter-level growth trigger conditions based on distance threshold maxdist to control growth connection; Support fine growth control based on hierarchical attributes through parameter exposure interface.

[0010] Further, the specific operation steps of S6 are as follows: Converting a hierarchical skeleton system according to target platform characteristics; Outputting skeleton animation data with hierarchical attributes; Providing a hierarchical preview and debugging tool; Generating a multi-platform compatible skeleton animation resource package.

[0011] A procedural digital plant growth simulation system, comprising: A hierarchical skeleton construction module that constructs a hierarchical skeleton system based on a planar starting point and through an iterative loop; A center point connection generation module for calculating and generating a connection path between branches according to the hierarchical relationship of skeleton points; A hierarchical management system that separates and groups by hierarchy and sets attributes; A VFX growth control module that defines growth rules based on hierarchical attributes; A physical spread algorithm module that implements a natural bending growth effect; A multi-platform output module that generates skeleton animation resources compatible with various platforms; Compared with the prior art, the beneficial effects of the present application are: The present application realizes the automatic conversion from a plant model to a skeleton system through an iterative hierarchical skeleton construction method based on a planar starting point, greatly improving the efficiency and accuracy of skeleton generation; The present application ensures the consistency of the generated skeleton system with the original plant model in geometric topology through a hierarchical-aware geometric connection algorithm; The hierarchical management system and VFX growth control mechanism of the present application provide a fine control means for the growth simulation of complex plant structures, making the growth process both conform to natural laws and have artistic controllability. BRIEF DESCRIPTION OF DRAWINGS

[0012] In order to facilitate understanding by those skilled in the art, the present application will be further described below in conjunction with the drawings; Figure 1 The system total block diagram of the present application; Figure 2 The overall architecture diagram of the present application; Figure 3 The physical spread growth algorithm flowchart of the present application; Figure 4 The VFX growth control node network architecture diagram of the present application. DETAILED DESCRIPTION

[0013] The present application will be described in detail below in conjunction with the drawings and examples.

[0014] As shown in the drawings, Figure 1 A procedural digital plant growth simulation method, comprising the following steps: Step 1: Hierarchical Skeleton Construction Based on Plane Starting Point Create a starting plane for the bottom of the plant model, define the growth starting position and direction. Iterate through each secondary branch of the plant model, identify and collect the point set at the top of each branch; group these top points and calculate their center line, thereby constructing a skeleton system from bottom to top that represents the hierarchical relationship between the trunk and branches.

[0015] Step 2: Center Point Connection Skeleton Generation Based on the hierarchical relationship established in Step 1, for each non-root level skeleton point, perform connection calculation: first, locate its parent skeleton group according to its level attribute; Then, calculate the distance and precise spatial attachment position of this point to the nearest geometric element in the parent skeleton group through a geometric query algorithm; Finally, create a new connection point at this position and construct a connection line segment with the current point, thereby forming a coherent branch skeleton topology.

[0016] Step 3: Hierarchical Skeleton System Management Establish a complete hierarchical management mechanism for the generated skeleton system: Set 'level', 'class', 'trunk_class', etc. attributes for each point in the skeleton system, and mark the bottom layer points as root nodes (tree root). Finally, separate all points into different groups according to the 'level' attribute (such as level0, level1, … levelN), establishing a clear hierarchical management system.

[0017] Step 4: VFX Graph Programming Growth Controller In a nodal visual programming environment, create a growth control network. This network can define growth rate curves based on time input, set different growth rates, bending strengths, and branch probabilities for different levels (such as level0, level1, etc.), and configure growth trigger logic based on distance threshold conditions, thereby achieving artistic growth control.

[0018] Step 5: Physical Proliferation Growth Algorithm The growth direction is influenced by gravity, phototropism, wind, and other environmental factors, and the combined force model is F_total = αF_gravity + βF_light + γF_wind + δF_obstacle. The bending deformation of the skeleton follows the Euler-Bernoulli beam theory, with curvature κ = M / (E·I), where M is the bending moment, E is the Young's modulus, and I is the cross-sectional moment of inertia. Through this model combined with quaternion interpolation, natural bending growth with physical realism is achieved.

[0019] Step 6: Multi-platform animation output The generated hierarchical skeleton system and growth animation data are converted and adapted according to the specific requirements of the target platform (such as game engines, film post-production software, etc.), and a complete resource package containing animation sequences, materials and configuration files is output to ensure cross-platform compatibility.

[0020] A procedural digital plant growth simulation system includes a hierarchical skeleton construction module, a center point connection generation module, a hierarchical management system, a VFX growth control module, a physical spread algorithm module, and a multi-platform output module. Each module works together to realize a complete workflow from plant model input to multi-platform animation output.

[0021] The preferred embodiments of the application disclosed above are only used to help explain the application. The preferred embodiments do not describe all the details and do not limit the application to specific embodiments. Obviously, many modifications and changes can be made according to the content of the specification. The embodiments are selected and described in detail in order to better explain the principles and practical applications of the application, so that those skilled in the art can well understand and utilize the application. The application is limited by the claims and their entire scope and equivalents.

[0022] Detailed description of the physical spread growth algorithm

[0023] 1. Algorithm principle and mathematical model 1.1 Skeleton growth dynamics model Plant growth follows the principle of minimum energy and phototaxis response, and the following mathematical model is adopted: # Growth direction vector calculation model ; # Where each component is defined: # 1) Gravity influence component (negative geotropism) ; # 2) Phototaxis component (positive phototaxis) ; # 3) Wind disturbance component (periodic) ; # 4) Obstacle avoidance component (repulsive force field) ; 1.2 Bending deformation mechanics model Euler-Bernoulli beam theory is used to simulate branch bending: # Bending curvature calculation ; M-bending moment ; E-young's modulus ; I is the moment of inertia of the cross-section ; Rotating quaternion update formula ; Algorithm flowchart

[0024] The flow of the algorithm is shown in Figure 3 VFX growth control node network detailed description

[0025] The VFX growth control node network is connected by a plurality of functional nodes according to data flow, including time control, growth curve, branch probability, shape constraint, hierarchical parameter, environmental response and output synthesis core nodes.

[0026] The time control node drives the network to run; The growth curve node defines the overall growth rhythm; The hierarchical parameter node configures differentiated attributes for different bone levels; The branch probability and shape constraint nodes jointly determine the generation and morphology of new branches; The environmental response node simulates external influences such as light and wind; Finally, all control parameters are integrated by the output synthesis node to generate a comprehensive signal driving bone growth. Its architecture and data flow are shown in Figure 4 ; Digital formula summary 1. Growth control mathematical model Time remapping function: ; Spline curve evaluation (Catmull-Rom): ; Branch probability calculation: ; Morphology constraint function: ; Environmental response function: ; 2. Parameter synthesis formula Final growth rate = Basic rate (level) × Curve factor (time) ​× Environmental factor (env) × Density factor (density) × Collision avoidance factor (collision) 3. Rotation constraint formula Target rotation = Current rotation ⊗ Curvature rotation (curvature) ⊗ Phototropism rotation (phototropism) ⊗ Gravitropism rotation (gravitropism) Node network flowchart

[0027] The architecture of this node network is shown in Figure 4 .

Claims

1. A programmed digital plant growth simulation method, characterized in that, Includes the following steps: S1. Hierarchical skeleton construction based on planar starting point: Create a starting plane at the bottom of the plant model, identify the top point of each secondary branch through iterative loop and group them, and calculate the connection of the center points to construct a hierarchical skeleton system; S2. Center point connection skeleton generation: Calculate the branch connection path according to the skeleton point hierarchy, determine the connection position through geometric query and construct the connection line segment; S3, Hierarchical Skeleton System Management: Separate and group branches of different levels, and name them according to level0, level1, level2...levelN, with the bottom-level point marked with the treeroot attribute; S4, VFX Growth Controller: The growth control logic is defined based on a node-based visual programming language, including the growth rate curve, branch probability density, and morphological constraint rules. S5. Physical propagation growth algorithm: Apply different physical constraints according to the hierarchical attributes to achieve a natural bending growth effect; S6, Multi-platform rendering output adaptation: Generates special effects resource packages compatible with game engines, film and television post-production, and virtual reality platforms.

2. The programmed digital plant growth simulation method according to claim 1, characterized in that, The specific process of S1 is as follows: Create a starting plane at the bottom of the plant model to define the starting position for growth; Each secondary branch is processed iteratively to identify the topmost point of each branch. The top points are grouped into root attributes and stored in the point groups; By calculating the branches and lines by finding the center point, a hierarchical skeletal system is constructed.

3. The programmed digital plant growth simulation method according to claim 1, characterized in that, The specific operation steps of S2 are as follows: Based on the hierarchical attributes of the current bone point, determine the group to which the previous layer bone point it needs to connect to belongs; Calculate the nearest distance from the current point to all geometric elements in the group, and obtain the three-dimensional spatial position of the nearest point; Create a new bone point at this location and connect the current point to the new point to construct the branch connecting line segment.

4. The programmed digital plant growth simulation method according to claim 1, characterized in that, The specific operation steps of S3 are as follows: Assign each connection point its hierarchical attribute value, category attribute value, and trunk category attribute value; Mark the bottommost point separately as the treeroot attribute; Branches are separated into levels and grouped and named as follows: level0, level1, level2...levelN.

5. The programmed digital plant growth simulation method according to claim 1, characterized in that, The specific operation steps of S4 are as follows: In the VFX growth controller node network, define a curve showing how the growth rate changes over time; Set branch trigger condition nodes, including branch generation rules based on distance, angle, or random probability; Configure shape constraint nodes to limit the maximum bending angle and minimum branch length of the skeleton; The parameter exposure interface supports real-time adjustment of growth parameters, enabling art-oriented plant morphology control. The VFX growth control node network includes the following core node types: Time control node: manages the growth timeline and outputs standardized time and frame rate parameters; Growth curve nodes: Define the growth rate as a function of time based on Bézier curves or spline curves; Branch probability nodes: Calculate branch generation conditions based on distance thresholds, angle constraints, and random probability; Morphological constraint nodes: restrict the maximum bending angle, minimum branch length, and density distribution of the skeleton; Hierarchical parameter nodes: Define the growth rate, bending strength, and branch probability matrix for different levels; Environmental response node: Calculates the impact of environmental factors such as light, wind, and temperature on growth; Output synthesis node: Combines all control parameters to generate the final growth control signal.

6. The programmed digital plant growth simulation method according to claim 1, characterized in that, The specific operation steps of S5 are as follows: Construct a skeleton state caching system to store the position, rotation, and growth status of bones in each frame; A smooth transition of bone rotation is achieved by applying quaternion spherical linear interpolation; Configure inter-level growth trigger conditions and control growth connections based on the distance threshold maxdist; The physical propagation growth algorithm employs a bending model based on Euler-Bernoulli beam theory, specifically including: Bone growth dynamics model: ; Bending deformation calculation model: The curvature κ of the bending deformation calculation model is calculated according to the following formula: ; Where M is the bending moment, E is Young's modulus, and I is the moment of inertia of the section; Rotation updates use quaternion spherical linear interpolation: ; Inter-level growth is triggered based on a distance threshold maxdist and a minimum growth length constraint.

7. The programmed digital plant growth simulation method according to claim 1, characterized in that, The specific operation steps of S6 are as follows: Generate suitable special effects resources based on the target platform: output VFX Graph assets for Unity platform, Niagara system for Unreal platform, and Alembic cache sequence for post-production. Establish a platform feature adaptation matrix and optimize materials and shaders for rendering pipelines on different platforms; It provides an interactive preview tool, which allows users to view the growth effects on various platforms in real time within the editor; Output a complete special effects resource package, including growth animation sequences, materials, texture maps, and configuration files.

8. A programmed digital plant growth simulation system according to any one of claims 1-7, characterized in that, include: A hierarchical skeleton construction module that builds a hierarchical skeleton system based on a planar starting point and through iterative loops; The center point connection generation module is used to calculate and generate the connection paths between branches based on the hierarchical relationship of the skeletal points; A hierarchical management system that separates and groups data according to levels and sets attributes; The VFX growth control module defines the growth logic based on node-based visual programming, including rate curves, branching rules, and shape constraints. The physical propagation algorithm module achieves a natural bending growth effect; A multi-platform output module that generates animation resources compatible with game engines, film and television post-production, and VR platforms.