Parallel generation of multiple L-systems

Markus Lipp*, Peter Wonka, Michael Wimmer

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

19 Scopus citations


This paper introduces a solution to compute L-systems on parallel architectures like GPUs and multi-core CPUs. Our solution can split the derivation of the L-system as well as the interpretation and geometry generation into thousands of threads running in parallel. We introduce a highly parallel algorithm for L-system evaluation that works on arbitrary L-systems, including parametric productions, context sensitive productions, stochastic production selection, and productions with side effects. This algorithm is further extended to allow evaluation of multiple independent L-systems in parallel. In contrast to previous work, we directly interpret the productions defined in plain-text, without requiring any compilation or transformation step (e.g., into shaders). Our algorithm is efficient in the sense that it requires no explicit inter-thread communication or atomic operations, and is thus completely lock free.

Original languageEnglish (US)
Pages (from-to)585-593
Number of pages9
JournalComputers and Graphics (Pergamon)
Issue number5
StatePublished - Oct 2010

Bibliographical note

Funding Information:
This research was supported by the Austrian FIT-IT Visual Computing initiative, project GAMEWORLD (no. 813387), and by the NSF, contract nos. IIS 0612269, CCF 0643822, and IIS 0757623.


  • Graphics hardware
  • L-systems
  • Parallel processing
  • Real-time rendering

ASJC Scopus subject areas

  • Engineering(all)
  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design


Dive into the research topics of 'Parallel generation of multiple L-systems'. Together they form a unique fingerprint.

Cite this