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首页> 外文期刊>Progress in Artificial Intelligence >Virtual Forestry Generation: Evaluating Models for Tree Placement in Games
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Virtual Forestry Generation: Evaluating Models for Tree Placement in Games

机译:虚拟林业生成:在游戏中评估树木放置模型

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摘要

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.
机译:以前提出了一项少数方法,为虚拟世界和计算机游戏提供了程序虚拟林业,包括工厂增长模型和点分布方法。但是,迄今为止没有评估这些算法在建模现实世界现象的效果。在本文中,我们通过评估虚拟森林的产生的三种算法来解决这个问题 - 一种随机均匀的点分布方法(控制),植物竞争模型和迭代随机点分配技术。我们的研究结果表明,从空中角度看,植物竞争模型产生了更可信的内容。然而,有趣的是,我们还发现,当从第一人称的角度来看,随机均匀的点分布法产生了林业,该林业的可玩性和光容化率较高。我们得出结论,游戏设计器的目标是在选择一种生成林业的算法时非常重要,因为算法产生不同地感知的林业。

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