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Event cameras are becoming increasingly popular in robotics and computer vision due to their beneficial properties, e.g., high temporal resolution, high bandwidth, almost no motion blur, and low power consumption. However, these cameras…
Classically, rasterization techniques are performed for real-time rendering to meet the constraint of interactive frame rates. However, such techniques do not produce realistic results as compared to ray tracing approaches. Hence, hybrid…
Graph games provide the foundation for modeling and synthesis of reactive processes. Such games are played over graphs where the vertices are controlled by two adversarial players. We consider graph games where the objective of the first…
We introduce a novel distributed rendering approach to generate high-quality graphics in thin-client games and VR applications. Many mobile devices have limited computational power to achieve ray tracing in real-time. Hence,…
Competition is a primary driver of player satisfaction and engagement in multiplayer online games. Traditional matchmaking systems aim at creating matches involving teams of similar aggregated individual skill levels, such as Elo score or…
Real-time in-between motion generation is universally required in games and highly desirable in existing animation pipelines. Its core challenge lies in the need to satisfy three critical conditions simultaneously: quality, controllability…
This paper presents a comprehensive study and benchmark on Efficient Perceptual Super-Resolution (EPSR). While significant progress has been made in efficient PSNR-oriented super resolution, approaches focusing on perceptual quality metrics…
In video games, players' perception of the game world and related information depends on their or the game designer's choice of a virtual camera model. In this paper, we attempt to answer the research question of whether it is possible to…
The spectatorship experience for virtual reality (VR) games differs strongly from its non-VR precursor. When watching non-VR games on platforms such as Twitch, spectators just see what the player sees, as the physical interaction is mostly…
This paper aims to improve video streaming by leveraging a simple observation: users are more sensitive to low quality in certain parts of a video than in others. For instance, rebuffering during key moments of a sports video (e.g., before…
In the video game industry, great importance is given to the experience that the user has while playing a game. In particular, this experience benefits from the players' perceived sense of being in the game or immersion. The level of user…
Current motion-conditioned video generation methods suffer from prohibitive latency (minutes per video) and non-causal processing that prevents real-time interaction. We present MotionStream, enabling sub-second latency with up to 29 FPS…
High dynamic range (HDR) rendering has the ability to faithfully reproduce the wide luminance ranges in natural scenes, but how to accurately assess the rendering quality is relatively underexplored. Existing quality models are mostly…
Understanding sports is crucial for the advancement of Natural Language Processing (NLP) due to its intricate and dynamic nature. Reasoning over complex sports scenarios has posed significant challenges to current NLP technologies which…
Current research in eSports lacks the tools for proper game practising and performance analytics. The majority of prior work relied only on in-game data for advising the players on how to perform better. However, in-game mechanics and…
Most existing RGB-based trackers target low frame rate benchmarks of around 30 frames per second. This setting restricts the tracker's functionality in the real world, especially for fast motion. Event-based cameras as bioinspired sensors…
Autoregressive video models offer distinct advantages over bidirectional diffusion models in creating interactive video content and supporting streaming applications with arbitrary duration. In this work, we present Next-Frame Diffusion…
We aim to ask and answer an essential question "how quickly do we react after observing a displayed visual target?" To this end, we present psychophysical studies that characterize the remarkable disconnect between human saccadic behaviors…
Competitor rating systems for head-to-head games are typically used to measure playing strength from game outcomes. Ratings computed from these systems are often used to select top competitors for elite events, for pairing players of…
As the last years have shown a massive growth within the field of electronic sports (eSports), several questions emerge, such as how much is it growing, and will it continue to grow? This research thesis sees this as its statement of…