I found this book, and poof! My study time vanished. I started learning OpenGL just so I could try some of these things. At the time, I thought "algorithms" were something I'd always be bad at, but playing with the ideas in this book helped blunt that fear a bit. After all, I was just having fun.
The growth of the plant follows Space Colonization Algorithm which have been used for rending realistic trees in games. This algorithm is based on a cloud of points which have been inspired by the grown of tree in order to provide a certain attraction to the growing branches.
If anyone wants an easy way to play with lsystems the way I did it was to download the non commercial version of Touchdesigner... Drop down an lsystem SOP node and then just play around with the parameters.
Note that though some features of plant morphology lend themselves beautifully to algorithmic approximation others are more difficult to study and remain poorly understood: e.g., root system architecture
I wonder how you'd write a deep net with one?
Thanks for posting!