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GAMETOOLS - Advanced Tools for Developing Highly Realistic Computer Games

The GameTools project aimed at creating next generation real time 3D libraries for Geometry, Visibility and Global Illumination for the PC platform, with an extension to consoles PS2, Xbox, PS3, Xbox 360 planned.

Impact

The computer games market is growing in size and has surpassed the movie industry in terms of revenue. It is therefore tremendously important for Europe to ensure that it maintains state of the art expertise in this area in order to compete effectively with the USA and Japan. GameTools  worked on problems of central importance to the production of high quality 3D graphics, one of the central aspects of modern computer games. A Special Interest Group has been created so that European game companies would have preliminary access to the technology developed by the project.

Main innovation

GameTools worked on providing games and virtual reality applications with new tools addressed to improve three key areas: geometry, visibility and illumination. Besides, it looked to establish a steady communication channel between universities and game related companies.

Geometry

The GTP GeometryLib supplies a Multiresolution LOD (Level of Detail) Solution which addresses the shortcomings of previous approaches by giving developers access to a complete package of solid technology which supplies

  1. A fast image based simplification algorithm to efficiently create high quality MLODs without human intervention.
  2. Multiresolution triangle strip generation taking into account topology and texture of the base model.
  3. A memory & runtime efficient compressed multiresolution mesh format that contains triangle strip information, avoiding the need for costly on-the-fly tristrip generation.
  4. A new multiresolution model specially fitted for plants allowing for an incredible amount of close up detail for e.g. leaves, while at the same time supplying simplified representations for the fast rendering of objects which are further away.
Visibility

In computer graphics, Visibility deals with the problem of rendering faster by rendering only the objects of the scene that can be seen.
Existing solutions along that line employed in modern day 3D/game-engines are mostly based either on Portals or on Quake style PVS (potentially visible set). While these approaches have been successfully employed in commercial products for years, they nonetheless have considerable drawbacks.
The GTP VisibilityLib overcomes these problems with a 2-phase strategy:

  1. A solution which supplies precalculated visibility based on modern visibility research, also suited for outdoor scenes.
  2. A solution which efficiently employs modern day graphic hardware to deliver on-the-fly visibility with minimal overhead.
Illumination

Global Illumination is the field of computer graphics that deals with physically correct illumination. Usually this is associated with stochastic raytracing solutions taking hours to calculate a single picture.
The GTP IlluminationLib brings physically correct rendering to the domain of realtime graphics.
Effects that will be possible include:

  1. Soft Shadow/Lighteffects
  2. Dynamic Lightsources
  3. Indirect Illumination
  4. Reflections
  5. Realtime Radiosity
  6. High-Quality Materials (Metal,...)
  7. Cloud Rendering

allowing for previously unseen levels of realism in 3D/game applications.

GameTools final results

The university teams, with the specifications and feedback provided by the companies, have substantially improved various graphical algorithms, providing games and virtual reality applications with a higher realism. These improvements include for example, a better simplification of complex objects, optimized calculation of realistic illumination, global illumination, and rain and fog simulation. More than 20 new algorithms have been developed.

These algorithms have been integrated into a game engine, adapting it to the requirements of the participating companies from the consortium and also from the Special Interest Group which have used the GTP libraries.

Furthermore GTP industry members have implemented the scientific outputs and demonstrate them in the following way:

Demos

The GameTools Demos are available for download:

More details
Administrative Details
List of Participants
Academia
  • University of Girona (UdG), Spain
  • University Jaume I (UJI), Spain
  • Vienna Institute of Technology (VUT), Austria
  • Budapest University of Technology and Economics (BUTE), Hungary
  • Technical University of Valencia (UPV), Spain
  • Universitée de Limoges (Unilim), France
Non Profit
  • Asociación de investigación de la industria del juguete, conexas y afines (AIJU), Spain
Companies (SMEs)
  • Digital Legends Entertainment, Spain
  • Infowerk Softwareentwicklungs, Austria
  • T-Systems Iberia, Spain
Contact Persons
Project Coordinator: Mateu Sbert
UdG
Email: Mateu Sbert
Project Manager: Denisa Gibovic
UdG
Email: Denisa Gibovic
Events in connection with GameTools

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