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Open AccessArticle

Virtual Forestry Generation: Evaluating Models for Tree Placement in Games

1
School of Computer Science, University of Lincoln, Lincoln LN6 7TS, UK
2
School of Computer Science and Electronic Engineering, Bangor University, Bangor LL57 1UT, UK
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Author to whom correspondence should be addressed.
This paper is an extended version of our paper published in Computer Graphics & Visual Computing (CGVC) 2019, hosted by Bangor University in the UK, 12–13 September 2019.
Computers 2020, 9(1), 20; https://doi.org/10.3390/computers9010020
Received: 19 January 2020 / Revised: 5 March 2020 / Accepted: 6 March 2020 / Published: 13 March 2020
(This article belongs to the Special Issue Computer Graphics & Visual Computing (CGVC 2019))
A handful of approaches have been previously proposed to generate procedurally virtual forestry for virtual worlds and computer games, including plant growth models and point distribution methods. However, there has been no evaluation to date which assesses how effective these algorithms are at modelling real-world phenomena. In this paper, we tackle this issue by evaluating three algorithms used in the generation of virtual forests—a randomly uniform point distribution method (control), a plant competition model, and an iterative random point distribution technique. Our results show that a plant competition model generated more believable content when viewed from an aerial perspective. Interestingly, however, we also found that a randomly uniform point distribution method produced forestry which was rated higher in playability and photorealism, when viewed from a first-person perspective. We conclude that the objective of the game designer is important to consider when selecting an algorithm to generate forestry, as the algorithms produce forestry that is perceived differently. View Full-Text
Keywords: procedural content generation; virtual forests; computer graphics; video games procedural content generation; virtual forests; computer graphics; video games
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Williams, B.; Ritsos, P.D.; Headleand, C. Virtual Forestry Generation: Evaluating Models for Tree Placement in Games. Computers 2020, 9, 20.

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