Foliage generation tool based on a Lindenmeyer system : A study on branch density of trees in video games
Context. Procedurally generated content is a common way for companiesto save time and resources when creating modern video games.However, with generation of content there is often many variables controllingthe outcome that is tricky to get right. Objectives. The aim of this thesis is to research how...
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Blekinge Tekniska Högskola, Fakulteten för datavetenskaper
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ndltd-UPSALLA1-oai-DiVA.org-bth-184022019-07-04T21:56:37ZFoliage generation tool based on a Lindenmeyer system : A study on branch density of trees in video gamesengRokicki, JonathanPira, HenrikBlekinge Tekniska Högskola, Fakulteten för datavetenskaperBlekinge Tekniska Högskola, Fakulteten för datavetenskaper2019L-SystemProceduralVideo GamesFoliageComputer SciencesDatavetenskap (datalogi)Context. Procedurally generated content is a common way for companiesto save time and resources when creating modern video games.However, with generation of content there is often many variables controllingthe outcome that is tricky to get right. Objectives. The aim of this thesis is to research how people perceivethe branch density of trees used in video games. This will be done bycreating a foliage generation tool that is based on the functionality ofan L-system. The tool will be used to generate 12 trees with differentbranch densities which will be used for the questionnaire in the userexperiment. Method. A foliage generation tool has been created to be able togenerate trees with different branch and twig densities. The trees generatedwith the tool have been used in a user experiment in order tocome to a conclusion on how people perceive different branch densityin virtual trees. Result. Trees with higher branch and twig densities were rated higherthan trees with lower ones. The best rated tree in all regards was atree in the group with the second most main branches and had 0.6 intwig density. Conclusions. The results show that trees with a higher branch densitymade participants rate it as better looking in the user experiment.Although, trees with a high number of main branches and low twigdensity got the lowest score. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:bth-18402application/pdfinfo:eu-repo/semantics/openAccess |
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L-System Procedural Video Games Foliage Computer Sciences Datavetenskap (datalogi) |
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L-System Procedural Video Games Foliage Computer Sciences Datavetenskap (datalogi) Rokicki, Jonathan Pira, Henrik Foliage generation tool based on a Lindenmeyer system : A study on branch density of trees in video games |
description |
Context. Procedurally generated content is a common way for companiesto save time and resources when creating modern video games.However, with generation of content there is often many variables controllingthe outcome that is tricky to get right. Objectives. The aim of this thesis is to research how people perceivethe branch density of trees used in video games. This will be done bycreating a foliage generation tool that is based on the functionality ofan L-system. The tool will be used to generate 12 trees with differentbranch densities which will be used for the questionnaire in the userexperiment. Method. A foliage generation tool has been created to be able togenerate trees with different branch and twig densities. The trees generatedwith the tool have been used in a user experiment in order tocome to a conclusion on how people perceive different branch densityin virtual trees. Result. Trees with higher branch and twig densities were rated higherthan trees with lower ones. The best rated tree in all regards was atree in the group with the second most main branches and had 0.6 intwig density. Conclusions. The results show that trees with a higher branch densitymade participants rate it as better looking in the user experiment.Although, trees with a high number of main branches and low twigdensity got the lowest score. |
author |
Rokicki, Jonathan Pira, Henrik |
author_facet |
Rokicki, Jonathan Pira, Henrik |
author_sort |
Rokicki, Jonathan |
title |
Foliage generation tool based on a Lindenmeyer system : A study on branch density of trees in video games |
title_short |
Foliage generation tool based on a Lindenmeyer system : A study on branch density of trees in video games |
title_full |
Foliage generation tool based on a Lindenmeyer system : A study on branch density of trees in video games |
title_fullStr |
Foliage generation tool based on a Lindenmeyer system : A study on branch density of trees in video games |
title_full_unstemmed |
Foliage generation tool based on a Lindenmeyer system : A study on branch density of trees in video games |
title_sort |
foliage generation tool based on a lindenmeyer system : a study on branch density of trees in video games |
publisher |
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper |
publishDate |
2019 |
url |
http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18402 |
work_keys_str_mv |
AT rokickijonathan foliagegenerationtoolbasedonalindenmeyersystemastudyonbranchdensityoftreesinvideogames AT pirahenrik foliagegenerationtoolbasedonalindenmeyersystemastudyonbranchdensityoftreesinvideogames |
_version_ |
1719220832651182080 |