Computer Graphics for Serious Games

Michael Wimmer
Computer Graphics for Serious Games, 4. September 2019, Vienna, Austria

Information

Abstract

10 years ago, the focus of computer graphics was mostly the quality and speed of image generation, and serious games set in realistic environments profited from these advances. Meanwhile, commercial rendering engines leave little to be desired, but computer graphics research has opened other doors which might be relevant for application in serious games. In this talk, I will present some of our latest advances in computer graphics in simulation, rendering and content generation. I will show how we can now simulate visual impairments in virtual reality, which could be used in games to create empathy for people affected by these impairments. I will describe how we have advanced point-based rendering techniques to allow incorporating real environments into rendering applications with basically no preprocessing. On the other hand, virtual environments for serious games could be created efficiently by collaborative crowed-sourced procedural modeling. Finally, efficient simulations of floods and heavy rainfall may not only help experts, but might be the basis of serious games to increase public awareness of natural disasters and the effects of climate change.

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BibTeX

@talk{WIMMER-2019-CGSG,
  title =      "Computer Graphics for Serious Games",
  author =     "Michael Wimmer",
  year =       "2019",
  abstract =   "10 years ago, the focus of computer graphics was mostly the
               quality and speed of image generation, and serious games set
               in realistic environments profited from these advances.
               Meanwhile, commercial rendering engines leave little to be
               desired, but computer graphics research has opened other
               doors which might be relevant for application in serious
               games. In this talk, I will present some of our latest
               advances in computer graphics in simulation, rendering and
               content generation. I will show how we can now simulate
               visual impairments in virtual reality, which could be used
               in games to create empathy for people affected by these
               impairments. I will describe how we have advanced
               point-based rendering techniques to allow incorporating real
               environments into rendering applications with basically no
               preprocessing. On the other hand, virtual environments for
               serious games could be created efficiently by collaborative
               crowed-sourced procedural modeling. Finally, efficient
               simulations of floods and heavy rainfall may not only help
               experts, but might be the basis of serious games to increase
               public awareness of natural disasters and the effects of
               climate change.",
  month =      sep,
  event =      "11th International Conference on Virtual Worlds and Games
               for Serious Applications",
  location =   "Vienna, Austria",
  keywords =   "serious games",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2019/WIMMER-2019-CGSG/",
}