2 research outputs found

    Procedural Generation and Rendering of Realistic, Navigable Forest Environments: An Open-Source Tool

    Full text link
    Simulation of forest environments has applications from entertainment and art creation to commercial and scientific modelling. Due to the unique features and lighting in forests, a forest-specific simulator is desirable, however many current forest simulators are proprietary or highly tailored to a particular application. Here we review several areas of procedural generation and rendering specific to forest generation, and utilise this to create a generalised, open-source tool for generating and rendering interactive, realistic forest scenes. The system uses specialised L-systems to generate trees which are distributed using an ecosystem simulation algorithm. The resulting scene is rendered using a deferred rendering pipeline, a Blinn-Phong lighting model with real-time leaf transparency and post-processing lighting effects. The result is a system that achieves a balance between high natural realism and visual appeal, suitable for tasks including training computer vision algorithms for autonomous robots and visual media generation.Comment: 14 pages, 11 figures. Submitted to Computer Graphics Forum (CGF). The application and supporting configuration files can be found at https://github.com/callumnewlands/ForestGenerato

    Computer Game Innovation

    Get PDF
    Faculty of Technical Physics, Information Technology and Applied Mathematics. Institute of Information TechnologyWydział Fizyki Technicznej, Informatyki i Matematyki Stosowanej. Instytut InformatykiThe "Computer Game Innovations" series is an international forum designed to enable the exchange of knowledge and expertise in the field of video game development. Comprising both academic research and industrial needs, the series aims at advancing innovative industry-academia collaboration. The monograph provides a unique set of articles presenting original research conducted in the leading academic centres which specialise in video games education. The goal of the publication is, among others, to enhance networking opportunities for industry and university representatives seeking to form R&D partnerships. This publication covers the key focus areas specified in the GAMEINN sectoral programme supported by the National Centre for Research and Development
    corecore