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
Generation of adaptive game worlds, Ricardo Lopes
Node-based procedural modeling, Pedro Silva
MSc
Procedural geometry generation of roads, Asmar B. Arsala
Procedural generation for modern RPGs, Roland van der Linden
Procedural ornamentation, Joey van den Heuvel (in collaboration with University of California, Santa Cruz)
BSc
Adaptive game world interactions, Marlon Etheredge
Alex Kolpa
Dirk Schut
Available projects
MSc
Styles for procedural ornamentation, in collaboration with University of California, Santa Cruz
BSc
Procedural Vessel Generator, in collaboration with TNO The Hague.
PhD Alumni
Semantics in game worlds, Dr. Tim Tutenel (2012)
Declarative modeling of virtual worlds, Dr.ir. Ruben M. Smelik (2011)
Completed projects
Evolutionary city generation for games, Rick de Ridder (MSc) (2012)
Semantic Building Blocks for Declarative Virtual World Creation, Jassin Kessing (GATE Knowledge Transfer project) (2012)
Semantic crowds, Nick Kraayenbrink (MSc) (2011)
Semantics of room interiors, Fernando Marson (Exchange PhD student) (2011)
Specifying semantics of large sets of 3D models, Xin Zhang (Exchange PhD student) (2011)
Enriching geo-specific terrain with procedural details, Joel van Neerbos (GATE Knowledge Transfer project) (2011)
Living natural environments, Quintijn Hendrickx (BSc Honours) (2011)
Realistic rendering of virtual worlds, Korijn van Golen, Zhi Kang Shao, Mattijs Driel, Quintijn Hendrickx (BSc) (2011)
Rapid and efficient procedural building generation, Johannes Bertens, Joachim Boers (BSc) (2011)
Procedural destruction of objects in computer games, Joris van Gestel (2011)
Visual modeling of instance-based procedural specifications for architectural structures, Jerke Boers (2010)
Scenario authoring for simulation games, Casper van Est (2010)
Procedural filters for game worlds, Roland van der Linden, Marnix Kraus, Bart Bollen (BSc) (2010)
Procedural level design using environmental features, Remco Huijser (2010)
Real-time path-finding in video games, Sandy Brand (2009)
Simulating interactions between tracked real-world objects and user-controlled virtual objects, Rene van den Berg (2009)
Services in game worlds, Jassin Kessing (2009)
Procedural city layout generation based on urban land use models, Saskia Groenewegen (2009)
Enhancing video game characters with emotion, mood and personality, Robert Schaap (2009)
Semantic navigation in video games, Leonard van Driel (2008)
Effective GPU-based synthesis and editing of realistic heightfields, Giliam de Carpentier (2008)
A flexible UI engine for video games, Thijs Kruithof (2007)
Publications
Lopes R, Tutenel T and Bidarra R (2012) Using gameplay semantics to procedurally generate player-matching game worlds. Proceedings of the The third workshop on Procedural Content Generation in Games (PCG 2012), May 29, Raleigh, NC (link)
Kessing J, Tutenel T and Bidarra R (2012) Designing Semantic Game Worlds. Proceedings of the The third workshop on Procedural Content Generation in Games (PCG 2012), May 29, Raleigh, NC
Zhang X, Tutenel T, Mo R, Bidarra R and Bronsvoort WF (2012) A Method for Specifying Semantics of Large Sets of 3D Models. Proceedings of the International Conference on Computer Graphics Theory and Applications (GRAPP 2012), February 24-26, 2012, Rome, Italy
Smelik RM (2011) A Declarative Approach to Procedural Generation of Virtual Worlds. PhD Thesis, Delft University of Technology, ISBN 978-90-8570-597-0 (pdf)
Lopes R and Bidarra R (2011) A semantic generation framework for enabling adaptive game worlds. TBP in Proceedings of the 8th International Conference on Advances in Computer Entertainment technology (ACE 2011), Lisbon, Portugal (link)
Kuijper, F, Smelik, RM, van Son, R (2011) A Declarative Instructor-centered Approach to Modeling Synthetic Environments. TBP in Proceedings of the I/ITSEC 2011 Conference, November 28 - December 1, Orlando, Florida, USA
Tutenel T, Smelik RM, Lopes R, de Kraker KJ and Bidarra R (2011) Generating consistent buildings: a semantic approach for integrating procedural techniques. IEEE Transactions on Computational Intelligence and AI in Games, vol.3, no.3, pp.274-288, September 2011. (link)
Lopes R and Bidarra R (2011) Adaptivity challenges in games and simulations: a survey. IEEE Transactions on Computational Intelligence and AI in Games, vol.3, no.2, pp.85-99, June 2011. (link)
Tutenel T, van der Linden R, Kraus M, Bollen B and Bidarra R (2011) Procedural filters for customization of virtual worlds. Proceedings of PCGames 2011 - workshop on Procedural Content Generation in Games, co-located with the Sixth International Conference on the Foundations of Digital Games, 28 June - 1 July, Bordeaux, France
Smelik RM, Galka KA, de Kraker KJ, Kuijper F and Bidarra R (2011) Semantic constraints for procedural modelling of virtual worlds Proceedings of PCGames 2011 - workshop on Procedural Content Generation in Games, co-located with the Sixth International Conference on the Foundations of Digital Games, 28 June - 1 July, Bordeaux, France
Smelik RM, Tutenel T, de Kraker KJ and Bidarra R (2011) A Declarative Approach to Procedural Modeling of Virtual Worlds. Computers & Graphics, Volume 35, Issue 2, Pages 352-363, Elsevier. (link)
Lopes R, Tutenel T, Smelik RM, de Kraker KJ and Bidarra R (2010) A constrained growth method for procedural floor plan generation. Proceedings of GAME-ON 2010, 17-19 November, Leicester, United Kingdom
Tutenel T, Smelik RM, Bidarra R and de Kraker KJ (2010) A Semantic Scene Description Language for Procedural Layout Solving Problems. Proceedings of AIIDE 2010 - 6th conference on artificial intelligence and interactive digital entertainment, October 11-13, Stanford, CA, USA
Kuijper, F, van Son, R, van Meurs, F, Smelik, RM, and de Kraker, KJ (2010) Techniques for Automatic Creation of Terrain Databases for Training and Mission Preparation. Proceedings of the IMAGE 2010 Conference, 12-15 July 2010, Scottsdale, Arizona, USA
Bronsvoort WF, Bidarra R, van der Meiden H and Tutenel T (2010) The Increasing Role of Semantics in Object Modeling. Computer-Aided Design and Applications 7(3): 431-440 (link)
Smelik RM, Tutenel T, de Kraker KJ and Bidarra R (2010) Integrating procedural generation and manual editing of virtual worlds. Proceedings of the 2010 Workshop on Procedural Content Generation in Games - Fifth International Conference on the Foundations of Digital Games, 19-21 June, Monterey, CA (acm)
Smelik RM, Tutenel T, de Kraker KJ and Bidarra R (2010) Interactive creation of virtual worlds using procedural sketching. Proceedings of Eurographics 2010 - Short papers, 3-7 May, Norrköping, Sweden
Smelik RM, Tutenel T, de Kraker KJ and Bidarra R (2010) Declarative terrain modeling for military training games. International Journal of Computer Games Technology 2010 (link)
Bidarra R, de Kraker KJ, Smelik RM and Tutenel T (2010) Integrating semantics and procedural generation: key enabling factors for declarative modeling of virtual worlds. In: Proceedings of FOCUS K3D Conference on Semantic 3D Media and Content, 11-12 February, Sophia Antipolis, France, pp. 51-55 (pdf)
Hendrickx Q, Smelik RM and Bidarra R (2010) Real-time rendering of river networks. In: Proceedings of I3D 2010 - ACM SIGGRAPH Symposium on Interactive 3D Gaphics and Games, 19-21 February, Washington DC, USA
Tutenel T, Smelik RM, Bidarra R and de Kraker KJ (2009) Using semantics to improve the design of game worlds. In: Proceedings of AIIDE 2009 - 5th conference on artificial intelligence and interactive digital entertainment, October 14-16, Stanford, CA, USA
Kessing J, Tutenel T, and Bidarra R (2009) Services in Game Worlds: A Semantic Approach to Improve Object Interaction. In: Proceedings of ICEC 2009 - international conference on entertainment computing, September 3-5, Paris, France.
Smelik RM, de Kraker KJ, Tutenel T, Bidarra R (2009) A case study on procedural modeling of geo-typical southern Afghanistan terrain. In: Proceedings of the IMAGE 2009 Conference, July 13-16, St. Louis, MO, USA (pdf) (video (xvid))
Tutenel T, Bidarra R, Smelik RM, and de Kraker KJ (2009) Rule-based layout solving and its application to procedural interior generation. In: Proceedings of the CASA workshop on 3D advanced media in gaming and simulation (3AMIGAS), June 16, Amsterdam, The Netherlands (pdf)
Smelik RM, de Kraker KJ, Tutenel T, Bidarra R, and Groenewegen SA (2009) A survey of procedural methods for terrain modelling. In: Proceedings of the CASA workshop on 3D advanced media in gaming and simulation (3AMIGAS), June 16, Amsterdam, The Netherlands (pdf)
de Carpentier GJP and Bidarra R (2009) Interactive GPU-based procedural heightfield brushes. In: Proceedings of fourth international conference on the foundations of digital games, April 26-30, Port Canaveral, FL, pp. 55-62 (link)
Groenewegen SA, Smelik RM, de Kraker KJ, and Bidarra R (2009) Procedural city layout generation based on urban land use models. In: Proceedings of Eurographics 2009, March 30 - April 3, Munich, Germany (pdf)
Schaap R and Bidarra R (2008) Towards emotional characters in computer games. In: Entertainment Computing - ICEC 2008 , Stevens SM and Saldamarco SJ (Eds.), LNCS 5309, Springer, ISBN 978-3-540-89221-2, pp. 167-172 (special issue: Proceedings of the International Conference on Entertainment Computing, September 25-27, Pittsburgh, PA) (pdf)
Tutenel T, Bidarra R, Smelik RM and de Kraker KJ (2008) The role of semantics in games and simulations. ACM Computers in Entertainment 6(4):a57 (link)
Smelik RM, Tutenel T, de Kraker KJ and Bidarra R (2008) A proposal for a procedural terrain modelling framework. In: Proceedings of Eurographics Virtual Environments symposium, May 29-30, Eindhoven, The Netherlands (pdf) (bibtex) (endnote)
Upcoming conferences
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.
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.
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.
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)
