Use your fingers or mouse to control model.
Use mouse wheel to zoom it. In the right window
use mouse wheel to animate flower (change its "age").
Drag slpine control points to control flower shape.
Procedural Lathe flowers 2
Revolution surfaces are used to make procedural petals.
The red Bezier cubic spline is the generating r-curve.
The blue φ-one determines petal shape.
The second (bold curves) basis petal is active for editing.
I think now we have enough different flowers to make complex scenes.
I'd like to make more realistic flowers in future
but it is not very fast for one "gardener".
All flowers are free for any use.
Tiny garden Old pool Nightly pool (more realistic var. 2)
To avoid visible walls 2 billboard "jungle" layers
(and one backside opaque green wall) are used.
Only one rendering call for all flowers second for billboards and
one more for 15 instanced textured grass layers.
Terrain with fixed LOD (check "Lines" to see meshes).
1M vertexes are rendered.
These Gardens take only 30-40 KB (independently on number of flowers)
and are optimized for Intel Atom Z3735F :)
One can use 2-sided petals (texture A-channel is not used yet).
Texture array would be more accurate.
Also we could use triangle strips for rectangular NxM meshes in WebGL 2.
For adaptive LOD I'd like to use patch tessellation on GPU.
How to make tessellated surfaces by the compute shaders in WebGL 2+ ?