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.

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.

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.

In order to achieve this goal, we will use sophisticated procedural design grammars, precursors to which have already been developed at the Vienna University of Technology and the Arizona State University. 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.

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. Sproing 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.


  • FFG 813387

Research Areas

  • In this area, we focus on researching methods and algorithms that facilitate creation, representation, analysis and processing of 3D models.


20 Publications found:
Image Bib Reference Publication Type
Markus Lipp, Daniel Scherzer, Peter WonkaORCID iD, Michael WimmerORCID iD
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
Markus Lipp
Direct Artist Control for Procedural Content Generation of Urban Environments
Supervisor: Michael WimmerORCID iD
Markus Lipp, Peter WonkaORCID iD, Michael WimmerORCID iD
Parallel Generation of Multiple L-Systems
Computers & Graphics, 34(5):585-593, October 2010. [preprint]
Journal Paper (without talk)
Result from a Manhattan-like scene created with the methods described in this thesis. Johannes Scharl
Artist-Controlled Modeling of Urban Environments
[poster] [thesis]
Master Thesis
Martin Ilčík, Markus Lipp, Johannes Scharl, Michael WimmerORCID iD
Procedural Modeling of Urbanistic Scenes, 9. June 2010, Austrian-Russian Joint Seminar - Visual Computing in Fundamental, Academic and Applied Science and Research, Vienna, Austria
Martin Ilčík, Stefan Fiedler, Werner PurgathoferORCID iD, Michael WimmerORCID iD
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
Scene Ralf Habel, Michael WimmerORCID iD
Efficient Irradiance Normal Mapping
In Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2010, pages 189-195. February 2010.
Conference Paper
Johannes UnterguggenbergerORCID iD
Connected meshes for procedural humans
Student Project
Patrick Kühtreiber
Inverse Kinematics for Shape Grammars
Student Project
Christian Niederreiter
Similarity Detection for Urban Modeling
Student Project
Ingo Radax
Levels of Detail for Procedural Modeling
Student Project
Frederico Dusberger
Mesh-Subdivision Methods in CGA Shape Grammars
Student Project
Markus Lipp, Peter WonkaORCID iD, Michael WimmerORCID iD
Parallel Generation of L-Systems
In Vision, Modeling, and Visualization Workshop (VMV) 2009 , pages 205-214. November 2009.
Conference Paper
Werner PurgathoferORCID iD, Markus Lipp
Interactive Visual Editing of Grammars for Procedural Architecture, 20. October 2009, Visual Computing in Fundamental, Academic and Applied Science and Research, Moskau, Russia
Markus Lipp, Peter WonkaORCID iD, Michael WimmerORCID iD
Parallel Generation of L-Systems
Poster shown at High-Performance Graphics 2009 ( 1. August 2009- 3. August 2009)
Animated Tree Ralf Habel, Alexander Kusternig, Michael WimmerORCID iD
Physically Guided Animation of Trees
Computer Graphics Forum (Proceedings EUROGRAPHICS 2009), 28(2):523-532, March 2009. [draft]
Journal Paper with Conference Talk
A humanoid figure modeled and posed using a shape grammar. Stefan Fiedler
Procedural Human Posing Using CGA Grammars
[image] [report]
Student Project
Markus Lipp, Peter WonkaORCID iD, Michael WimmerORCID iD
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
Markus Lipp
Interactive Computer Generated Architecture
Master Thesis
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