Game Technology

In our group, the research area of Game Technology focuses on advanced modeling, visualization and interaction techniques for the next generation of entertainment and serious games. This research is supervised by Rafael Bidarra.

We are investigating techniques aimed at automating the generation and consistency maintenance of virtual worlds. In this research, we are very interested in the development and application of procedural and semantic modeling techniques for the specification and generation of both virtual worlds and gameplay.
The ultimate goal in this work is to effectively assist game level designers in expressing their vision of the game world, and consistently maintaining all intent specified throughout the numerous iterations of the design process.

Other ongoing research projects in this area include GPU-based manipulation of realistic terrain, path-finding algorithms for multi-core platforms, semantic navigation algorithms, procedural destruction of objects and smart integration of real objects within virtual worlds.
Many of these projects are (or were) done in close cooperation with renowned Dutch game developers, as you can find out by browsing through their page links below. We also work together with our colleagues of the TUDelft Centre for Serious Gaming in a number of projects on serious gaming, and with the Modelling, Simulation and Gaming Department of TNO, in The Hague, on research in virtual world modelling and interaction techniques.

The research team currently consists of Ricardo Lopes, Tim Tutenel, Pedro Silva and Rafael Bidarra, and a whole lot of enthusiastic MSc and BSc students who are currently working in some of our projects, as you can see in these pages.

If you happen to be a BSc/MSc student looking for really cool new projects, you probably shouldn't want to miss our list of currently available projects below.


Research projects

PhD

MSc

BSc


Available projects

MSc

BSc


PhD Alumni


Completed projects


Publications


Upcoming conferences

Conferences webpage

News

Media reports on CGV course in Building Serious Games

Thu, 24 Jan 2013 09:29:10 +0000

Read more here, here and here, about three serious gaming student projects, implemented during our recent course on Building Serious Games.

Recent M.Sc. Defences

Tue, 04 Dec 2012 15:14:42 +0000

At regular intervals, we will post updates concerning recent master thesis topics and outcomes.

We’ll begin with a description of the work done by Marnix Kraus, MSc. who completed his Master Thesis in the field of active multi-camera navigation in video surveillance systems, supervised by Gerwin de Haan. He designed and evaluated a prototype system for this purpose. His findings indicate that the presented system can enhance operator performance in surveillance control rooms that monitor vast and complex areas. The full thesis can be downloaded here. More information on research related to this topic can be found on the VRLAB project website.

In the game technology department, Rick de Ridder, MSc. worked on simulating urban area development for semantic game worlds for his Master Thesis. This work was supervised by Tim Tutenel and Rafael Bidarra. In his work, he expands a semantic world-generation prototype by introducing factors like resources, events and neighboring settlements in the generation process. It extends current techniques by adding more history and meaning to the procedurally generated cities. The full thesis can be found here and additional information is available on the related Game Technology project website.

Anne van Ee, Msc. developed new interaction schemes for the touch-based organization of patent collections in her thesis work. The thesis was supervised by Gerwin de Haan and it was carried out in co-operation with the European Patent Office. Anne based her work on earlier co-operative work with the European Patent Office and improved the organization system by introducing the Local Affine Multidimensional Projection (LAMP) technique to help the user while searching for patents. If you’re interested in this work, you can check out the full thesis here.

Renata Raidou. MSc. completed her thesis in the field of medical visualization as a Biomedical Engineer. In her work she successfully researched the planning and guidance of minimally invasive cement injection to combat the effects of aseptic loosening that occur after total hip replacement surgery. This work was supervised by Francois Malan and Charl P. Botha. Renata developed an integrated system for planning and guiding minimally invasive refixation. The thesis proposes new approaches to combine CT and fluoroscopy in pre-operative planning. She conducted an extensive review with domain experts to evaluate the system. Her full thesis can be found here.

PhD defense Tim Tutenel

Mon, 03 Dec 2012 10:26:33 +0000

On the 17th December, Tim Tutenel will defend his PhD thesis: Semantic Game Worlds. The defense is open for the public and guests are therefore invited to attend. Before the actual defense, Tim will give a short introduction to the subject of his thesis (in Dutch), beginning at 12:00. After that, the defense (in English) will start at 12:30.

Committee: Rector Magnificus (TU Delft), Prof. dr. ir. F.W. Jansen (TU Delft), Dr. ir. R. Bidarra (TU Delft), Prof. dr. C.M. Jonker (TU Delft), Prof. dr. K. Coninx(Universiteit Hasselt), Prof. dr. J. Whitehead (University of California, Santa Cruz, USA), Dr. I.S. Mayer (TU Delft) and Dr. F.P.M. Dignum (Universiteit Utrecht).

Date and time: 17 December 2012, 12:30

Location: Senaatszaal (Aula)

Abstract:

The visual quality of game worlds increased massively in the last three decades. However, the closer game worlds depict reality, the more noticeable it is for gamers when objects do not behave accordingly. An important problem is that the data of a game world is often scattered across different components of the game engine. What lacks is a common semantic representation that can act as the glue between these components.

In this thesis we define semantic game worlds as game worlds that are populated with objects enriched with semantics. They offer game programmers a consistent representation that can be shared by game engine components. Moreover, this representation offers designers a way to moderate conflicts between procedural content generation techniques and it enables them to specify object behavior in a generic manner.

Ricardo Lopes halfway

Thu, 19 Jan 2012 15:55:20 +0000

Our colleague, Ricardo Lopes, was interviewed for this month’s TU Delta in their recurring segment halfway (about PhD students halfway in their project).

You can read the article here: http://delta.tudelft.nl/article/making-games-exciting/24438 and learn how to make games more exciting.

Successful Ph.D. defence Ruben Smelik

Thu, 01 Dec 2011 09:13:33 +0000

On Wednesday, November 30, 2011, Ruben Smelik successfully defended his Ph.D. thesis. Dr. Ir. Smelik received his diploma for his research work on A Declarative Approach to Procedural Generation of Virtual Worlds.

Game_Technology (last edited 2013-06-07 17:07:18 by RicardoLopes)