Virtual Forestry Generation: Evaluating Models for Tree Placement in Games

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Virtual Forestry Generation: Evaluating Models for Tree Placement in Games. / Williams, Benjamin; Ritsos, Panagiotis D.; Headleand, Christopher.
In: Computers, Vol. 9, No. 1, 13.03.2020, p. 1-20.

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Williams B, Ritsos PD, Headleand C. Virtual Forestry Generation: Evaluating Models for Tree Placement in Games. Computers. 2020 Mar 13;9(1):1-20. doi: 10.3390/computers9010020

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Williams, Benjamin ; Ritsos, Panagiotis D. ; Headleand, Christopher. / Virtual Forestry Generation: Evaluating Models for Tree Placement in Games. In: Computers. 2020 ; Vol. 9, No. 1. pp. 1-20.

RIS

TY - JOUR

T1 - Virtual Forestry Generation: Evaluating Models for Tree Placement in Games

AU - Williams, Benjamin

AU - Ritsos, Panagiotis D.

AU - Headleand, Christopher

PY - 2020/3/13

Y1 - 2020/3/13

N2 - 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 which is perceived differently.

AB - 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 which is perceived differently.

U2 - 10.3390/computers9010020

DO - 10.3390/computers9010020

M3 - Article

VL - 9

SP - 1

EP - 20

JO - Computers

JF - Computers

SN - 2073-431X

IS - 1

ER -