fbpx

AI-Based Generation of Realistic Virtual Environments

By Orisys Academy on 24th January 2024

Problem Statement

Creating realistic virtual environments for applications such as gaming,
simulations, or virtual reality experiences often requires significant manual effort
and resources. AI-based approaches can streamline and enhance the process of
generating diverse and immersive virtual environments.

Abstract

This project focuses on implementing AI algorithms for the generation of realistic
virtual environments. Using techniques like procedural generation and machine
learning, the system will create environments that closely resemble real-world
scenarios. The goal is to provide a more immersive and dynamic experience for
users in virtual spaces.

Outcome

An AI-driven system capable of generating realistic and diverse virtual
environments, applicable to various domains such as gaming, simulations, and
virtual reality experiences.

Reference

In this article, the reality of virtual environment is described in detail. Highly detailed three-dimensional (3D) computer models and environments are commonly used in design, manufacturing, simulation, and entertainment. These virtual environments (VEs) are often successful at appearing realistic when time remains still, but as the mobile objects are set into motion and interact with their surroundings, the movements often appear unnatural. In many prerendered VEs used for entertainment purposes, all of the object’s motions must be handmade by 3-D animators in a process that is time consuming and lacks strict realism. In other VEs such as the first generation of 3-D video games, objects are modeled by their bounding space or by a sphere that surrounds all of the 3-D model’s vertices. In these cases, the motions are often quite linear, and the collision response algorithms are quite simplistic; some even revert to stopping an object’s motion when it collides with the environment. These techniques are much too minimal and greatly reduce the level of realism in VEs.

  1. D. Bourg, Physics for Game Developers., Farnham: O’Reilly, 2002.
  2. Delannoy, Petriu, and Wide, “Mechanics modeling for virtual interactive environments,” Proc. HAVE 2003, pp. 55-59, 2003.
  3. K. Kaiser, 3D Collision Detection Game Programming Gems, Rockland: Charles River Media, pp. 390-402, 2000.
  4. N. Bobic, Advanced Collision Detection Techniques, [online] Available: http://www.gamastura.com/features/20000330/bocic_01.html.

    https://ieeexplore.ieee.org/document/1502505/references#references