Information
- Publication Type: Invited Talk
- Workgroup(s)/Project(s):
- Date: 4. September 2019
- Event: 11th International Conference on Virtual Worlds and Games for Serious Applications
- Location: Vienna, Austria
- Open Access: no
- Conference date: 4. September 2019 – 6. September 2019
- Keywords: serious games
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.Additional Files and Images
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Weblinks
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/", }