I wrote 3d-quickhull to help me perform complex shape triangulation while allowing me to think of meshes in terms of convex shapes and points in space instead of triangle faces.

*algorithmic beauty of plants* was a good inspiration, and gives a nice L-System classification and introduction.

Here are the results of a small experiment, using 3d-quickhull along with a stochastic L-System to generate `.obj`

models of trees in a low-polygon style. This experiment was using the quickhull library for the mesh generation, and shapes were then randomly deformed to give them an organic look.