Towards an Automated Pipeline for the Translation and Optimization of Geospatial Data for Virtual Environments (bibtex)
by McAlinden, Ryan, Bosack, Matthew, Macha, Adrian, Vargas, Esau, Walker, Tim, Mann, John and de la Cruz, Julio
Abstract:
The infusion of commercial game technology into U.S. Army training, simulation, and instructional domains has resulted in more immersive and engaging experiences for Soldiers to hone their skills. However, the influx of such technology comes at a significant cost, specifically in the creation of virtual environments in which these skills are simulated and practiced. Today's typical commercial triple-A game title cost upwards of $40-\$60M and four to six years to develop, much of which is spent on producing the digital assets used to populate the scene (models, animations, etc). Additionally, this content is often suited for a custom type of rendering technology, and often cannot be reused without significant manual modification. Unfortunately, the Army has neither the financial or personnel resources available to create such highly immersive, reusable virtual content, nor the time to invest when current operations call for training or simulation data in a matter of hours, not months or years. In this paper, we discuss a research initiative aimed at significantly reducing the time and cost for converting, optimizing, and enhancing existing geospatial data for today's virtual environments. The goal is a completely automated process for ingesting existing military terrain data and outputting a technology-agnostic representation in less than 24 hours.
Reference:
Towards an Automated Pipeline for the Translation and Optimization of Geospatial Data for Virtual Environments (McAlinden, Ryan, Bosack, Matthew, Macha, Adrian, Vargas, Esau, Walker, Tim, Mann, John and de la Cruz, Julio), In Proceedings of the 26th Army Science Conference, 2008.
Bibtex Entry:
@inproceedings{mcalinden_towards_2008,
	address = {Orlando, FL},
	title = {Towards an {Automated} {Pipeline} for the {Translation} and {Optimization} of {Geospatial} {Data} for {Virtual} {Environments}},
	url = {http://ict.usc.edu/pubs/Towards%20an%20Automated%20Pipeline%20for%20the%20Translation%20and%20Optimization%20of%20Geospatial%20Data%20for%20Virtual%20Environments.pdf},
	abstract = {The infusion of commercial game technology into U.S. Army training, simulation, and instructional domains has resulted in more immersive and engaging experiences for Soldiers to hone their skills. However, the influx of such technology comes at a significant cost, specifically in the creation of virtual environments in which these skills are simulated and practiced. Today's typical commercial triple-A game title cost upwards of \$40-\$60M and four to six years to develop, much of which is spent on producing the digital assets used to populate the scene (models, animations, etc). Additionally, this content is often suited for a custom type of rendering technology, and often cannot be reused without significant manual modification. Unfortunately, the Army has neither the financial or personnel resources available to create such highly immersive, reusable virtual content, nor the time to invest when current operations call for training or simulation data in a matter of hours, not months or years. In this paper, we discuss a research initiative aimed at significantly reducing the time and cost for converting, optimizing, and enhancing existing geospatial data for today's virtual environments. The goal is a completely automated process for ingesting existing military terrain data and outputting a technology-agnostic representation in less than 24 hours.},
	booktitle = {Proceedings of the 26th {Army} {Science} {Conference}},
	author = {McAlinden, Ryan and Bosack, Matthew and Macha, Adrian and Vargas, Esau and Walker, Tim and Mann, John and de la Cruz, Julio},
	month = dec,
	year = {2008}
}
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