Developed “SpikeGen,” a Blender add-on which procedurally generates spikes on a mesh using the golden ratio as found in natural forms. SpikeGen includes a configuration menu to allow user control over spike length, base size, spread angle, and randomness.

SpikeGen was inspired by the SIGGRAPH 1992 paper A collision-based model of spiral phyllotaxis.

I animated a cozy winter scene using SpikeGen and a variety of other procedural methods in Blender.

Final project for CPSC 479 at Yale, Advanced Topics in Computer Graphics.

Link to writeup

Screenshot of a Blender menu for the SpikeGen add-on. The menu says 'SpikeGen Generator'.
Menu for SpikeGen.
Computer generated image of a sphere dotted with spikes in a pattern similar to spiral patterns found in nature.
Spikes are placed using the golden ratio.
Computer generated image of four Blender primitives, a cylinder, a cone, a sphere, and a cube. They are arranged in a 2 by 2 grid and are covered with white spikes.
SpikeGen works on a variety of meshes.

In addition to procedural spikes, the fire and snow particle systems, shapes of cactus bodies, as well as plant pots, were also procedurally generated. I modeled, textured, and lit the entire scene.

This took a long time to render! It turned my pc into a space heater.

Additional close-up renders of the scene.

Computer generated image of three cactus plants on a windowsill. Computer generated image of the top half of a stone fireplace, a wooden mantel with three light blue cups, and a picture frame with a landscape painting. Computer generated image of a close-up of a stone fireplace. Three logs sit atop a holder and a bright orange frame fills the chamber. Computer generated image of a close=up of a window frame. Outside the ground is blanketed with snow and snowflakes are seen falling.