Can’t see the Forest for the Trees: Perceiving Realism of Procedural Generated Trees in First-Person Games

Authors

DOI:

https://doi.org/10.4108/eai.16-3-2021.169029

Keywords:

Procedural Content Generation, procedural trees, cognitive maps, Navigation in Virtual Environments, Ecological Simulator, self localization

Abstract

This paper explores a bio-mimetic approach for procedurally generated trees and forests, emphasizing the need to deliver a unique gameplay experience. For this study a tree growth simulator was developed, based on a set of growth factors, and an ecological model used for the placement of the trees. The contribution of the proposed scheme is two-fold. In a micro level analyzes the user’s perceived realism of a single tree, and on a macro level the user’s experience in the context of navigation performance in a forest. Results of a user study indicate that the perceived appearance of the trees was mainly affected by the player’s previous experience and expectations. The player’s ability to navigate in a forest was affected both by growth factors of the trees and the distribution model used to generate the forest. Moreover, the participants reported the that distinct visual cues enhanced their navigation and orientation in the forest.

Downloads

Published

16-03-2021

How to Cite

1.
Jæger PH, Nilsson NC, Palamas G. Can’t see the Forest for the Trees: Perceiving Realism of Procedural Generated Trees in First-Person Games. EAI Endorsed Trans Creat Tech [Internet]. 2021 Mar. 16 [cited 2024 Apr. 18];8(26):e4. Available from: https://publications.eai.eu/index.php/ct/article/view/1432