Computer vision for computer games

Author(s):  
W.T. Freeman ◽  
K. Tanaka ◽  
J. Ohta ◽  
K. Kyuma
Electronics ◽  
2021 ◽  
Vol 10 (20) ◽  
pp. 2527
Author(s):  
Minji Jung ◽  
Heekyung Yang ◽  
Kyungha Min

The advancement and popularity of computer games make game scene analysis one of the most interesting research topics in the computer vision society. Among the various computer vision techniques, we employ object detection algorithms for the analysis, since they can both recognize and localize objects in a scene. However, applying the existing object detection algorithms for analyzing game scenes does not guarantee a desired performance, since the algorithms are trained using datasets collected from the real world. In order to achieve a desired performance for analyzing game scenes, we built a dataset by collecting game scenes and retrained the object detection algorithms pre-trained with the datasets from the real world. We selected five object detection algorithms, namely YOLOv3, Faster R-CNN, SSD, FPN and EfficientDet, and eight games from various game genres including first-person shooting, role-playing, sports, and driving. PascalVOC and MS COCO were employed for the pre-training of the object detection algorithms. We proved the improvement in the performance that comes from our strategy in two aspects: recognition and localization. The improvement in recognition performance was measured using mean average precision (mAP) and the improvement in localization using intersection over union (IoU).


Author(s):  
Angel D. Sappa ◽  
Niki Aifanti ◽  
Sotiris Malassiotis ◽  
Nikos Grammalidis

The problem of human body modeling was initially tackled to solve applications related to the film industry or computer games within the computer graphics (CG) community. Since then, several different tools were developed for editing and animating 3D digital body models. Although at the beginning most of those tools were devised within the computer graphics community, nowadays a lot of work proceeds from the computer vision (CV) community. In spite of this overlapped interest, there is a considerable difference between CG and CV human body model (HBM) applications. The first one pursues realistic models of both human body geometry and its associated motion. On the contrary, CV seeks more of an efficient than an accurate model for applications such as intelligent video surveillance, motion analysis, telepresence, 3D video sequence processing, and coding.


1985 ◽  
Vol 30 (1) ◽  
pp. 47-47
Author(s):  
Herman Bouma
Keyword(s):  

2013 ◽  
Author(s):  
Monika Szpringer ◽  
Grazyna Nowak-Starz ◽  
Malgorzata Markowska ◽  
Edyta Laurman-Jarzabek
Keyword(s):  

2008 ◽  
Author(s):  
Philip McClenaghan ◽  
Clive Fencott ◽  
Paul van Schaik
Keyword(s):  

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