Abstract

Abstract: Procedural foliage generation refers to the generation of flora features, through the use of algorithms, with minimal input required from the user. In the process of game development, generating foliage is often an important part of the game development process. Traditional generation methods are often too time-consuming, especially with larger foliage variety. On the other hand, procedural methods that generate foliage automatically often do not have much user control over the output. We explore the usage of Lindenmayer systems in the creation of tree assets. Keywords: Procedural Generation, Computer Graphics, Lindenmayer Systems, Foliage Generation

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