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.