Virtual Forestry Generation: Evaluating Models for Tree Placement in Games
Tree (set theory)
Metaverse
DOI:
10.3390/computers9010020
Publication Date:
2020-03-13T12:58:59Z
AUTHORS (3)
ABSTRACT
A handful of approaches have been previously proposed to generate procedurally virtual forestry for worlds and computer games, including plant growth models point distribution methods. However, there has no evaluation date which assesses how effective these algorithms are at modelling real-world phenomena. In this paper, we tackle issue by evaluating three used in the generation forests—a randomly uniform method (control), a competition model, an iterative random technique. Our results show that model generated more believable content when viewed from aerial perspective. Interestingly, however, also found produced was rated higher playability photorealism, first-person We conclude objective game designer is important consider selecting algorithm forestry, as produce perceived differently.
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