23,236 research outputs found

    Attack on the clones: managing player perceptions of visual variety and believability in video game crowds

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    Crowds of non-player characters are increasingly common in contemporary video games. It is often the case that individual models are re-used, lowering visual variety in the crowd and potentially affecting realism and believability. This paper explores a number of approaches to increase visual diversity in large game crowds, and discusses a procedural solution for generating diverse non-player character models. This is evaluated using mixed methods, including a “clone spotting” activity and measurement of impact on computational overheads, in order to present a multi-faceted and adjustable solution to increase believability and variety in video game crowds

    A study of user perceptions of the relationship between bump-mapped and non-bump-mapped materials, and lighting intensity in a real-time virtual environment

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    The video and computer games industry has taken full advantage of the human sense of vision by producing games that utilize complex high-resolution textures and materials, and lighting technique. This results to the creation of an almost life-like real-time 3D virtual environment that can immerse the end-users. One of the visual techniques used is real-time display of bump-mapped materials. However, this sense of visual phenomenon has yet to be fully utilized for 3D design visualization in the architecture and construction domain. Virtual environments developed in the architecture and construction domain are often basic and use low-resolution images, which under represent the real physical environment. Such virtual environment is seen as being non-realistic to the user resulting in a misconception of the actual potential of it as a tool for 3D design visualization. A study was conducted to evaluate whether subjects can see the difference between bump-mapped and nonbump-mapped materials in different lighting conditions. The study utilized a real-time 3D virtual environment that was created using a custom-developed software application tool called BuildITC4. BuildITC4 was developed based upon the C4Engine which is classified as a next-generation 3D Game Engine. A total of thirty-five subjects were exposed to the virtual environment and were asked to compare the various types of material in different lighting conditions. The number of lights activated, the lighting intensity, and the materials used in the virtual environment were all interactive and changeable in real-time. The goal is to study how subjects perceived bump-mapped and non-bump mapped materials, and how different lighting conditions affect realistic representation. Results from this study indicate that subjects could tell the difference between the bump-mapped and non-bump mapped materials, and how different material reacts to different lighting condition

    Evaluation of optimisation techniques for multiscopic rendering

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    A thesis submitted to the University of Bedfordshire in fulfilment of the requirements for the degree of Master of Science by ResearchThis project evaluates different performance optimisation techniques applied to stereoscopic and multiscopic rendering for interactive applications. The artefact features a robust plug-in package for the Unity game engine. The thesis provides background information for the performance optimisations, outlines all the findings, evaluates the optimisations and provides suggestions for future work. Scrum development methodology is used to develop the artefact and quantitative research methodology is used to evaluate the findings by measuring performance. This project concludes that the use of each performance optimisation has specific use case scenarios in which performance benefits. Foveated rendering provides greatest performance increase for both stereoscopic and multiscopic rendering but is also more computationally intensive as it requires an eye tracking solution. Dynamic resolution is very beneficial when overall frame rate smoothness is needed and frame drops are present. Depth optimisation is beneficial for vast open environments but can lead to decreased performance if used inappropriately
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