19 research outputs found

    Integrating Occlusion Culling and Hardware Instancing for Efficient Real-Time Rendering of Building Information Models

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    This paper presents an efficient approach for integrating occlusion culling and hardware instancing. The work is primarily targeted at Building Information Models (BIM), which typically share characteristics addressed by these two acceleration techniques separately – high level of occlusion and frequent reuse of building components. Together, these two acceleration techniques complement each other and allows large and complex BIMs to be rendered in real-time. Specifically, the proposed method takes advantage of temporal coherence and uses a lightweight data transfer strategy to provide an efficient hardware instancing implementation. Compared to only using occlusion culling, additional speedups of 1.25x-1.7x is achieved for rendering large BIMs received from real-world projects. These speedups are measured in viewpoints that represents the worst case scenarios in terms of rendering performance when only occlusion culling is utilized

    Interactive Video Game Content Authoring using Procedural Methods

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    This thesis explores avenues for improving the quality and detail of game graphics, in the context of constraints that are common to most game development studios. The research begins by identifying two dominant constraints; limitations in the capacity of target gaming hardware/platforms, and processes that hinder the productivity of game art/content creation. From these constraints, themes were derived which directed the research‟s focus. These include the use of algorithmic or „procedural‟ methods in the creation of graphics content for games, and the use of an „interactive‟ content creation strategy, to better facilitate artist production workflow. Interactive workflow represents an emerging paradigm shift in content creation processes used by the industry, which directly integrates game rendering technology into the content authoring process. The primary motivation for this is to provide „high frequency‟ visual feedback that enables artists to see games content in context, during the authoring process. By merging these themes, this research develops a production strategy that takes advantage of „high frequency feedback‟ in an interactive workflow, to directly expose procedural methods to artists‟, for use in the content creation process. Procedural methods have a characteristically small „memory footprint‟ and are capable of generating massive volumes of data. Their small „size to data volume‟ ratio makes them particularly well suited for use in game rendering situations, where capacity constraints are an issue. In addition, an interactive authoring environment is well suited to the task of setting parameters for procedural methods, reducing a major barrier to their acceptance by artists. An interactive content authoring environment was developed during this research. Two algorithms were designed and implemented. These algorithms provide artists‟ with abstract mechanisms which accelerate common game content development processes; namely object placement in game environments, and the delivery of variation between similar game objects. In keeping with the theme of this research, the core functionality of these algorithms is delivered via procedural methods. Through this, production overhead that is associated with these content development processes is essentially offloaded from artists onto the processing capability of modern gaming hardware. This research shows how procedurally based content authoring algorithms not only harmonize with the issues of hardware capacity constraints, but also make the authoring of larger and more detailed volumes of games content more feasible in the game production process. Algorithms and ideas developed during this research demonstrate the use of procedurally based, interactive content creation, towards improving detail and complexity in the graphics of games

    Procedurally Generated City

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    Tato práce se zabývá problematikou procedurálně generovaného města. Jsou zde rozebrány jednotlivé kroky vytváření města. Těmito kroky jsou generování silnic, hledání minimálních cyklů uvnitř grafu tvořeného sítí silnic, dělení stavebních pozemků a generování budov. Silnice i budovy jsou generovány pomocí L-systému. Generování probíhá na základě vstupních map, jako jsou výšková mapa, mapa hustoty zalidnění a mapa vodních ploch. Navržené postupy jsou poté použity jako základ pro implementaci aplikace generující město.This paper deals with problem of procedurally generated city. There are described steps of creation of city. These steps are: road generation, extraction of minimal cycles in graph, division of lots and generation of buildings. Road and buildings are generated by L-system. Our system generate a city from input images, such as height map, map of population density and map of water areas. Proposed approaches are used for implementation of application for generation of city.

    Scare Tactics

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    It is the purpose of this document to describe the design and development processes of Scare Tactics. The game will be discussed in further detail as it relates to several areas, such as market analysis, development process, game design, technical design, and each team members’ individual area of background research. The research areas include asymmetrical game design, level design, game engine architecture, real-time graphics, user interface design, networking and artificial intelligence. As part of the team’s market analysis, other games featuring asymmetric gameplay are discussed. The games described in this section serve as inspirations for asymmetric game design. Some of these games implement mechanics that the team seeks to emulate and expand upon in Scare Tactics. As part of the team’s development process, several concepts were prototyped over the course of two months. During that process the team adopted an Agile methodology in order to assist with scheduling, communication and resource management. Eventually, the team chose to expand upon the prototype that became the basis of Scare Tactics. Game design and technical design occur concurrently in the development of Scare Tactics. Designers conduct discussions where themes, settings, and mechanics are conceived and documented. Mechanics are prototyped in Unity and eventually ported to a proprietary engine developed by our team. Throughout the course of development, each team member has had to own an area of design or development. This has led to individual research performed in several areas, which will be discussed further in this document

    The SAVE Concept: Sustainability Assessment & Enhancement Through Novel Visualisation

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    The SAVE framework promotes an integrated and iterative approach to inclusive decision making for Sustainable Development, involving three inter-related components; Assessment, Visualisation and Enhancement. The assessment and enhancement components are highly interrelated and must commence together at the visioning stages of projects. This enhancement component requires the development of a full understanding of the ways in which decisions are made on a project in order that the information needs of stakeholder are understood. The enhancement component then ensures that due consideration is given by decision makers to potential impacts on the direction of the assessment indicators at key decisions points throughout the project development stages. At the heart of the framework is a simulation and visualisation tool that has been developed to enable all stakeholders, regardless of background or experience, to understand, interact with and influence decisions made on the sustainability of urban and rural design. This tool takes the unique approach of combining 3D interactive and immersive technologies with computer modelling to present stakeholders with an interactive virtual development. This paper describes a number of case studies where the SAVE Framework has already been applied and outlines its further development and future application

    Visualization of Tomato Growth Based on Dry Matter Flow

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    The visualization of tomato growth can be used in 3D computer games and virtual gardens. Based on the growth theory involving the respiration theory, the photosynthesis, and dry matter partition, a visual system is developed. The tomato growth visual simulation system is light-and-temperature-dependent and shows plausible visual effects in consideration of the continuous growth, texture map, gravity influence, and collision detection. In addition, the virtual tomato plant information, such as the plant height, leaf area index, fruit weight, and dry matter, can be updated and output in real time

    Procedural digital twin generation for co-creating in VR focusing on vegetation

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    An early-stage development of a Digital Twin (DT) in Virtual Reality (VR) is presented, aiming for civic engagement in a new urban development located in an area that is a forest today. The area is presently used for recreation. For the developer, it is important both to communicate how the new development will affect the forest and allow for feedback from the citizen. High quality DT models are time-consuming to generate, especially for VR. Current model generation methods require the model developer to manually design the virtual environment. Furthermore, they are not scalable when multiple scenarios are required as a project progresses. This study aimed to create an automated, procedural workflow to generate DT models and visualize large-scale data in VR with a focus on existing green structures as a basis for participatory approaches. Two versions of the VR prototype were developed in close cooperation with the urban developer and evaluated in two user tests. A procedural workflow was developed for generating DT models and integrated into the VR application. For the green structures, efforts focused on the vegetation, such as realistic representation and placement of different types of trees and bushes. Only navigation functions were enabled in the first user test with practitioners (9 participants). Interactive functions were enabled in the second user test with pupils (age 15, 9 participants). In both tests, the researchers observed the participants and carried out short reflective interviews. The user test evaluation focussed on the perception of the vegetation, general perception of the VR environment, interaction, and navigation. The results show that the workflow is effective, and the users appreciate green structure representations in VR environments in both user tests. Based on the workflow, similar scenes can be created for any location in Sweden. Future development needs to concentrate on the refinement of buildings and information content. A challenge will be balancing the level of detail for communication with residents

    Narrative Storytelling In VR Through Gaming

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    Gaming has consistently been acknowledged as a storytelling medium for its signature ability to provide user interaction. As virtual reality becomes a more prominent gaming environment, it will be expected to carry on the tradition of storytelling. Currently, virtual reality is in a state of infancy, where products offer little sophistication and serve as amusements rather than storytellers. As this changeover takes effect, there are certain discrepancies which will hinder a transition from flat screen gaming to virtual reality gaming. In order to create a successful narrative driven virtual reality game, these discrepancies must be addressed in a meaningful way. This thesis will also experiment with the aforementioned differences by developing a virtual reality game in Unreal Engine 4
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