Video Games and Computer Vision research have long held a symbiotic relationship. On the one hand, virtual worlds in games are often used for collecting training data or as testbeds for computer vision models since they provide a greater deal of flexibility, control and scalability in the data collection process compared to the real world. On the other hand, computer vision advancements have enabled us to push the frontiers of what is possible within these artificial game worlds and have transformed the processes with which these worlds are created. However, significant research questions still remain unaddressed both in the field (Computer Vision) and the domain (Games), which include technical and engineering challenges. This workshop invites research papers aiming to bridge the existing gaps between computer vision research and games engineering, with the motive of bringing together the games research community and the computer vision community that have largely operated independently until now. In this workshop Computer Vision and Technical Games Researchers will discuss methods that can be beneficial for both the Computer Vision field and the Games domain.
We are inviting papers for two main tracks in this workshop. The first track focuses on introducing novel techniques within computer vision research that can advance the field of digital games. The second track, instead, focuses on leveraging game technologies to advance state-of-the-art techniques in computer vision. The list of topics below is not inclusive of all research directions that will be represented in this workshop.
CV for game-playing, game testing and player modeling.
Data-driven CV to improve game graphics, animations, level-design, etc. as well as procedural content generation.
HCI through visual interfaces (gestures, posture, gaze, etc.).
Extended reality games.
Synthetic data and media generation based on users' emotions, behavior, etc.
Improving real-time applicability of vision models integrated within games and game engines.
Game worlds that aid data augmentation techniques.
Rich game-based labeled datasets for tasks such as object detection, segmentation, or depth and flow estimation.
Ethics of game-based data collection and inference.
Forward modeling in and for games.
Generalization and robustness in vision models leveraging a plethora of existing commercial games.
Unsupervised pre-training of image/video representations and world transition models from gameplay data.
Paper submission will be via CMT (submit under the CVG workshop track). Workshop papers will be part of the auxiliary track of CoG and will be published in the conference proceedings if accepted. We invite the submission of short and demo papers. Short papers (2-4 pages) describe work in progress, smaller projects that are not yet ready to be published as a full paper, or new progress on projects that have been reported elsewhere. Demo papers (2 pages) describe works to be presented during a demo session. The review process is double-blind and will look for novel contributions.
Submission Deadline: April 28, 2024 (AOE)
Author Notification: May 28, 2024
Camera Ready: TBA
Workshop: TBA