2,840 research outputs found

    Interactive Video Game Content Authoring using Procedural Methods

    Get PDF
    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

    Probeless Illumination Estimation for Outdoor Augmented Reality

    Get PDF

    Developing a virtual zoological museum

    Get PDF
    Abstract. This is a documentation of our work developing a virtual zoological museum. Although it’s challenging to create a virtual museum that lives up to the original, Unity3D and virtual reality technology are utilized in order to provide experiences that a traditional museum cannot. As we aim to digitize the museum that once was in University of Oulu, different ways of designing an educating and engaging virtual museum visit are explored. The animals of the museum can be interacted with, being able to play back animations and audio while also providing information in text form. An interactive forest was also developed as a more natural and lively environment. Furthermore, 360° photos of local forests were added to improve the representation of nature. Virtual reality support was programmed for Oculus Rift, allowing movement and interaction as if one was there in real life. In order to achieve a comfortable experience, some performance optimization has been done to reach stable frame rates. We evaluated users’ sense of presence, experienced Game Transfer Phenomena (GTP), system usability and content quality. Based on our tests, users found the virtual museum visit enjoyable and immersive overall despite being distracted by some aspects, like the quality of the display. Users were also mostly satisfied with the environments and the quality of the animals. Experienced Game Transfer was low, however. All in all, this concept for creating a virtual museum has appeared to be successful, and it could be developed further.Virtuaalisen elĂ€intieteellisen museon kehittĂ€minen. TiivistelmĂ€. TĂ€mĂ€ on dokumentaatio virtuaalisen elĂ€intieteellisen museon kehittĂ€misestĂ€. Vaikka onkin haastavaa luoda virtuaalinen museo, joka on verrattavissa alkuperĂ€iseen, hyödyntĂ€mĂ€llĂ€ Unity3D:tĂ€ ja virtuaalitodellisuusteknologiaa on mahdollista tarjota kokemuksia, mitĂ€ perinteinen museo ei pysty. Digitalisoidessamme sitĂ€ museota, joka Oulun Yliopistolla ennen oli, tutkimme erilaisia keinoja kehittÀÀ opetuksellinen ja kiinnostava virtuaalimuseovierailu. Museon elĂ€imet ovat interaktiivisia, pystyen toistamaan animaatioita ja ÀÀniĂ€ sekĂ€ antamaan tietoa tekstin muodossa. Interaktiivinen metsĂ€ luotiin tarjoamaan luonnollisemman ja elĂ€vĂ€mmĂ€n ympĂ€ristön. LisĂ€ksi 360° kuvia paikallisista metsistĂ€ lisĂ€ttiin parantaakseen luonnon edustusta. Virtuaalitodellisuustuki lisĂ€ttiin Oculus Rift:ille, sallien liikkumisen ja vuorovaikuttamisen kuin olisi siellĂ€ todellisessa elĂ€mĂ€ssĂ€. Luodakseen mukavan kokemuksen, sovelluksen suorituskykyĂ€ on optimoitu saavuttaakseen vakaan kuvan pĂ€ivitystaajuuden. Evaluoimme kĂ€yttĂ€jien lĂ€snĂ€olon tunnetta, koettua Game Transfer -ilmiötĂ€ (GTP), jĂ€rjestelmĂ€n kĂ€ytettĂ€vyyttĂ€ ja sisĂ€llön laatua. Testien perusteella kĂ€yttĂ€jĂ€t kokivat museovierailun miellyttĂ€vĂ€nĂ€ sekĂ€ immersiivisenĂ€ yleisesti ottaen, vaikka jotkin piirteet, kuten nĂ€ytön laatu, hĂ€iritsivĂ€t. KĂ€yttĂ€jĂ€t olivat myöskin pitkĂ€lti tyytyvĂ€isiĂ€ ympĂ€ristöihin ja elĂ€inten laatuun. Koettu Game Transfer oli kuitenkin vĂ€hĂ€istĂ€. Kaikenkaikkiaan tĂ€mĂ€ virtuaalimuseo konsepti vaikuttaa toimivalta, ja sitĂ€ voisi kehittÀÀ pidemmĂ€lle

    Driving vivid virtual environments from sensor networks

    Get PDF
    Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018.Cataloged from PDF version of thesis.Includes bibliographical references (pages 89-95).The rise of ubiquitous sensing enables the harvesting of massive amounts of data from the physical world. This data is often used to drive the behavior of devices, but when presented to users, it is most commonly visualized quantitatively, as graphs and charts. Another approach for the representation of sensor network data presents the data within a rich, virtual environment. This thesis introduces the concept of Resynthesizing Reality through the construction of Doppelmarsh, the virtual counterpart of a real marsh located in Plymouth Massachusetts, where the Responsive Environments Group has deployed and maintained a network of environmental sensors. By freely exploring such environments, users gain a vivid, multi-modal, and experiential perspective into large, multi-dimensional datasets. We present a variety of approaches to manifesting data in "avatar landscape", including landscapes generated off live video, tinting frames in correspondence with temperature, or representing sensor history in the appearance and behavior of animals. The concept of virtual lenses is also introduced, which makes it easy to dynamically switch sensor-to-reality mapping from within virtual environments. In this thesis, we describe the implementation and design of Doppelmarsh, present techniques to visualize sensor data within virtual environments, and discuss potential applications for Resynthesizing Reality.by Don Derek Haddad.S.M

    A stratified rendering algorithm for virtual walkthroughs of large environments

    Get PDF
    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1996.Includes bibliographical references (p. 73-74).by Rebecca Wen Fei Xiong.M.S

    Real-time Physics Based Simulation for 3D Computer Graphics

    Get PDF
    Restoration of realistic animation is a critical part in the area of computer graphics. The goal of this sort of simulation is to imitate the behavior of the transformation in real life to the greatest extent. Physics-based simulation provides a solid background and proficient theories that can be applied in the simulation. In this dissertation, I will present real-time simulations which are physics-based in the area of terrain deformation and ship oscillations. When ground vehicles navigate on soft terrains such as sand, snow and mud, they often leave distinctive tracks. The realistic simulation of such vehicle-terrain interaction is important for ground based visual simulations and many video games. However, the existing research in terrain deformation has not addressed this issue effectively. In this dissertation, I present a new terrain deformation algorithm for simulating vehicle-terrain interaction in real time. The algorithm is based on the classic terramechanics theories, and calculates terrain deformation according to the vehicle load, velocity, tire size, and soil concentration. As a result, this algorithm can simulate different vehicle tracks on different types of terrains with different vehicle properties. I demonstrate my algorithm by vehicle tracks on soft terrain. In the field of ship oscillation simulation, I propose a new method for simulating ship motions in waves. Although there have been plenty of previous work on physics based fluid-solid simulation, most of these methods are not suitable for real-time applications. In particular, few methods are designed specifically for simulating ship motion in waves. My method is based on physics theories of ship motion, but with necessary simplifications to ensure real-time performance. My results show that this method is well suited to simulate sophisticated ship motions in real time applications

    5th SC@RUG 2008 proceedings:Student Colloquium 2007-2008

    Get PDF

    5th SC@RUG 2008 proceedings:Student Colloquium 2007-2008

    Get PDF

    5th SC@RUG 2008 proceedings:Student Colloquium 2007-2008

    Get PDF
    • 

    corecore