GAMEWORLD - Procedural Worlds for Games

Duration: Sep 2007 - Aug 2012
Project leader: Michael Wimmer
Funding:
FFG 813387 - FIT-IT Visual Computing

General Information

The aim of the GAMEWORLD project is to procedurally generate cities, villages and other game environments mainly to be used in tomorrow's video games. <p> Typically, 3D game and virtual environments are created using off-the-shelf software like Autodesk Maya or MAX. While these tools allow professional artists to produce very high-quality models, this task is becoming more and more labour intensive and time consuming, and therewith expensive, as the detail expected from virtual worlds is continuously increasing. This is one of the most important problems in game development, so that finding suitable automatic modelling techniques has become somewhat of a holy grail of the game industry. <p> In the Gameworld project, we aim to facilitate and automate the process of generating interactive 3D models, while still giving the designer a high level of control over the visual and architectural style of the created models. We will go beyond modelling building facades, and cover more general objects, including street networks and green spaces, urban furniture, indoor environments, and semantic gameplay annotations. <p> In order to achieve this goal, we will use sophisticated procedural design grammars, precursors to which have already been developed at the <a href="/">Vienna University of Technology</a> and the <a href="http://prism.asu.edu/">Arizona State University</a>. We expect this approach to lead to tools that can be applied in production environments, significantly reducing the effort required to create interactive worlds. Potential application areas of this technology are not limited to video games, but include any field using virtual environments. <p> The project team combines scientific and industrial experience in an ideal way. The academic partners have already been cooperating on research into procedural modelling techniques previously. <a href="http://www.sproing.com">Sproing</a> is Austria's leading video and computer game development studio, and will bring its long standing experience and knowledge about the needs of the game development industry to the table.

Publications

20 Publications found:
Image Bib Reference Publication Type
2011
Markus Lipp, Daniel Scherzer, Peter Wonka, Michael Wimmer
Interactive Modeling of City Layouts using Layers of Procedural Content
Computer Graphics Forum (Proceedings EG 2011), 30(2):345-354, April 2011. [draft]
Journal Paper with Conference Talk
2010
Markus Lipp
Direct Artist Control for Procedural Content Generation of Urban Environments
Supervisor: Michael Wimmer
Duration: 3 years
[Thesis]
PhD-Thesis
Markus Lipp, Peter Wonka, Michael Wimmer
Parallel Generation of Multiple L-Systems
Computers & Graphics, 34(5):585-593, October 2010. [preprint]
Journal Paper (without talk)
Johannes Scharl
Artist-Controlled Modeling of Urban Environments
[poster] [thesis]
Master Thesis
Martin Ilčík, Markus Lipp, Johannes Scharl, Michael Wimmer
Procedural Modeling of Urbanistic Scenes
WorkshopTalk
Martin Ilčík, Stefan Fiedler, Werner Purgathofer, Michael Wimmer
Procedural Skeletons: Kinematic Extensions to CGA-Shape Grammars
In Proceedings of the Spring Conference on Computer Graphics 2010, pages 177-184. May 2010.
[draft] [presentation-odp] [presentation-pdf]
Conference Paper
Ralf Habel, Michael Wimmer
Efficient Irradiance Normal Mapping
In Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2010, pages 189-195. February 2010.
[paper]
Conference Paper
Frederico Dusberger
Mesh-Subdivision Methods in CGA Shape Grammars
Student Project
Patrick Kühtreiber
Inverse Kinematics for Shape Grammars
Student Project
Johannes Unterguggenberger
Connected meshes for procedural humans
Student Project
Ingo Radax
Levels of Detail for Procedural Modeling
Student Project
Christian Niederreiter
Similarity Detection for Urban Modeling
[thesis]
Student Project
2009
Markus Lipp, Peter Wonka, Michael Wimmer
Parallel Generation of L-Systems
In Vision, Modeling, and Visualization Workshop (VMV) 2009 , pages 205-214. November 2009.
[paper]
Conference Paper
Werner Purgathofer, Markus Lipp
Interactive Visual Editing of Grammars for Procedural Architecture
WorkshopTalk
Markus Lipp, Peter Wonka, Michael Wimmer
Parallel Generation of L-Systems
Poster shown at High-Performance Graphics 2009 ( 1. August 2009- 3. August 2009)
Poster
Ralf Habel, Alexander Kusternig, Michael Wimmer
Physically Guided Animation of Trees
Computer Graphics Forum (Proceedings EUROGRAPHICS 2009), 28(2):523-532, March 2009. [draft]
Journal Paper with Conference Talk
Stefan Fiedler
Procedural Human Posing Using CGA Grammars
[image] [report]
Student Project
2008
Markus Lipp, Peter Wonka, Michael Wimmer
Interactive Visual Editing of Grammars for Procedural Architecture
ACM Transactions on Graphics, 27(3):102:1-10, August 2008. [paper]
Journal Paper with Conference Talk
Gernot Gebhart
Automatisches Generieren von 3D-Straßensystemen
Master Thesis
2007
Markus Lipp
Interactive Computer Generated Architecture
[Thesis]
Master Thesis
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