7 research outputs found

    Virtual Forestry Generation: Evaluating Models for Tree Placement in Games

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    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

    Sketching for Real-time Control of Crowd Simulations

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    Controlling the behaviour of a crowd simulation typically involves tuning of a system's parameters through trial and error, a time-consuming process relying on knowledge of a potentially complex parameter set. Numerous graphical control approaches have been proposed to allow the user to interact with a simulation intuitively. This research investigates the use of a real-time sketch-based approach for crowd simulation control. This is done by modifying the environment of the simulation. Users can create entrances/exits, barriers and flow lines in real-time on top of an environment. This process requires a data structure to represent the environment and navigate the crowd through it. Two alternatives are presented: grid and navigation mesh. A detailed comparison shows that the navigation mesh is a more scalable approach since it uses less memory, has a similar pathfinding time, and is a better structure to represent the environment than the grid. The thesis also presents extensions to the sketch-based approach in the form of novel control tools, including storyboards to define the journey of the crowd, a timeline interface to simulate events through the day, and a sketch-based group storyboard to link behaviours and paths to be followed by a group. These tools are used to create two complex scenarios to exemplify possible applications of the sketch-based approach. The work on timelines also raises a new problem for an approach that dynamically modifies an environment in real-time which is 'when does the crowd know about the change?' Some initial solutions to how this should be handled are presented. The sketch-based system is evaluated by comparing it to a validated commercial system called MassMotion. The comparison takes into account the plausibility of the simulation and usability of the user interface. A user study is carried out to evaluate the graphical user interface of both systems. Formal evaluation methods are used to make the comparison: the benchmark suite 'steersuite', an adapted version of the Keystroke-Level Model (KLM) and the System Usability Scale (SUS). The results show that the sketch-based approach is faster and easier to use than MassMotion, but with fewer control options. An implementation of the sketching interface in a Virtual Reality environment is also considered. However, when compared to the desktop interface using a proposed adaptation to KLM for VR, the results show that sketching in a VR environment is slower and less accurate than the desktop version
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