
Tuesday, 27 July 2010
PhD thesis successfully defended at City University London

Thursday, 22 July 2010
Grand Theft Auto urban timelapse
Wednesday, 21 July 2010
Guest editor at the IJIW journal for a special issue on non-photorealism
After many years of computer graphics research striving for results which cannot be distinguished from reality, there is now, in parallel, an increasing amount of work focusing not on the approximation of the real world, but on the simulated depiction of more traditional human artwork styles. These styles come with a variety of implications such communicative, emotive and perceptual processing aspects that these approaches can convey, via the inherent abstractive forms and stylization they are associated with.

The research field itself is called non-photorealistic rendering (or NPR in short) and can today be observed in a number of application areas, including real-time computer and video games plus also animated feature films. Contemporary hardware has made possible recent mainstream gaming titles such as Sega’s MadWorld (for Nintendo’s Wii) and Ubisoft’s Prince Of Persia (for a variety of platforms), employing comic-book/sketched and cel-shaded rendering styles respectively. Equally, Disney’s upcoming feature length film Tangled simulates oil-painting techniques. Titles such as these demonstrate that there is considerable interest from developers, film-makers and public alike to explore the possibilities for alternative graphical representations that modern NPR techniques, because of their flexibility in different stylizations, can offer in the area of computer entertainment.
Topics of interest include, but are not limited to:
Evaluation methods for NPR algorithms and techniques
Interactivity studies for NPR in games
Algorithm design techniques and methodologies for real-time NPR
Expressive character animation and physics for games
GPU hardware acceleration for NPR
Composition, layout and visual balance for NPR games approaches
Real-time temporal and spatial coherence of non-photorealistic techniques
Simulation and style transfer of natural media human artistic styles to games and animation
Adaption of effects such as motion blur, lighting and depth of field
State-of-the-art, survey and position papers on the approaches of non-photorealism in games and animation
Only original research papers will be considered. Authors should limit initial submissions to no more than 30 double-spaced pages in 12-point font with appropriate margins, inclusive of all materials (i.e., references, figures, tables and appendices).
A double-blind review will be conducted and papers will be returned to the authors, with explanatory notes for further action. Submissions will be screened to ensure coherence with the theme of the special volume.
Submissions will be accepted for this theme throughout year 2010.
More information about the journal and the special issue itself can be found at http://www.ibimapublishing.com/journals/CFP/ijiw2.html.
Wednesday, 14 July 2010
Arc GIS and CityEngine interoperability
Tuesday, 13 July 2010
Tobii eye-tracking glasses

http://www.tobii.com/market_research_usability/products_services/eye_tracking_hardware/tobii_glasses_eye_tracker.aspx
Sunday, 11 July 2010
Elsevier Computers And Graphics Special Issue in Non-Photorealistic Rendering

Topics include:
• Style and colour transfer
• Novel vector graphics constructs
• Abstraction and Stylization of images and video
• Media simulation
• Interactive brush and canvas models
• Stippling and sampling
• Painterly rendering
While unfortunately this call is open only to authors of accepted research papers at NPAR 2010, it should still be of great interest to all researchers in the area when published in early spring 2011.
http://www.elsevier.com/framework_products/promis_misc/specialissue_cag_npar.pdf
iPad and gaming survey

Saturday, 10 July 2010
CityEngine used for Toyota Prius ad
Using Google Earth to emulate Iron Man
http://www.feng-gui.com/research/IronManSim/index.htm
Outsourcing a Google Earth 3D model?

IEEE Transactions on Computational Intelligence and Artificial Intelligence in Games special issue

•Procedural game level, scenario and quest generation
•In-game procedural creation of game objects
•Procedural creation of urban and natural environments
•Automatic layout techniques and generation of interiors
•Procedurally-assisted generation of art assets
•Adaptive game balancing and dynamic content generation
•Automatic generation of game rules and game variants
•Deployment of procedural generation within game design
•Case studies of industrial application of procedural generation
•Systematic evaluation of procedural content generation
•Combining manual editing with procedural generation of content
Well worth considering or checking out for people with interest in the field at http://www.ieee-cis.org/pubs/tciaig/
New statistics on iPhone's gaming popularity

Wednesday, 7 July 2010
Iconic shooter coming to the iPhone

According to EA, the title will be very true to the iconic original but will also offer tilt, touch and virtual d-pad control options along with several difficulty options. Looking forward to it! Maybe at some point we'll see even more classic shoot 'em ups converted for the iPhone platform, such as for example my all-time personal favourite Xenon II (which I am playing again for the first time in many years on my MegaDrive console)!
House price AR app

The second app is free while there is a cost incurred for the first one as it provides data for individual properties rather than averages. Another great example of how mobile AR is being put to good use.
Monday, 5 July 2010
Rolling Stones' Layar marketing campaign

Using the Layar mobile app users can get the aptly named 'Exile on Your Street' layer for free and then use it to place virtual posters promoting the classic album on existing, real-world locations. In addition to this, messages and music clips from the album can also be attached.

Quite an imaginative way to promote an album or band using a mobile device! It should be also noted that Exile on Your Street is just one of more than 1,000 layers currently on Layar. In fact, recently the company announced it now has a very impressive active user base of more than 716,000 people plus an even more impressive 4,000 developers generating content. Layar seems to be forging ahead and exploring opportunities such as the Stones one via AR will open doors for greater things. Could Layar really be the app that will bring mobile AR to the masses?
Thursday, 1 July 2010
Crytek keynote presentation on the future of game graphics

New version of CityEngine

-Dynamic City Layouts
-Advanced Block Subdivision
-Node-based Rule Editing
-Facade Wizard
-Rule-based Asset Search and Instancing
-Improved Data Interoperability
-New Resources (tutorials etc.)
Well worth checking out if you're into 3D urban modelling, particularly as a trial/student/academia version, as the software package comes with very sensible pricing options.
http://www.procedural.com/
Torchlight going MMO
