AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2025
Leininger, P.; Weber, C. J.; Rothe, S.
Understanding Creative Potential and Use Cases of AI-Generated Environments for Virtual Film Productions: Insights from Industry Professionals Proceedings Article
In: IMX - Proc. ACM Int. Conf. Interact. Media Experiences, pp. 60–78, Association for Computing Machinery, Inc, 2025, ISBN: 979-840071391-0 (ISBN).
Abstract | Links | BibTeX | Tags: 3-D environments, 3D reconstruction, 3D Scene Reconstruction, 3d scenes reconstruction, AI-generated 3d environment, AI-Generated 3D Environments, Computer interaction, Creative Collaboration, Creatives, Digital content creation, Digital Content Creation., Filmmaking workflow, Filmmaking Workflows, Gaussian distribution, Gaussian Splatting, Gaussians, Generative AI, Graphical user interface, Graphical User Interface (GUI), Graphical user interfaces, Human computer interaction, human-computer interaction, Human-Computer Interaction (HCI), Immersive, Immersive Storytelling, Interactive computer graphics, Interactive computer systems, Interactive media, Mesh generation, Previsualization, Real-Time Rendering, Splatting, Three dimensional computer graphics, Virtual production, Virtual Production (VP), Virtual Reality, Work-flows
@inproceedings{leininger_understanding_2025,
title = {Understanding Creative Potential and Use Cases of AI-Generated Environments for Virtual Film Productions: Insights from Industry Professionals},
author = {P. Leininger and C. J. Weber and S. Rothe},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105007976841&doi=10.1145%2f3706370.3727853&partnerID=40&md5=0d4cf7a2398d12d04e4f0ab182474a10},
doi = {10.1145/3706370.3727853},
isbn = {979-840071391-0 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {IMX - Proc. ACM Int. Conf. Interact. Media Experiences},
pages = {60–78},
publisher = {Association for Computing Machinery, Inc},
abstract = {Virtual production (VP) is transforming filmmaking by integrating real-time digital elements with live-action footage, offering new creative possibilities and streamlined workflows. While industry experts recognize AI's potential to revolutionize VP, its practical applications and value across different production phases and user groups remain underexplored. Building on initial research into generative and data-driven approaches, this paper presents the first systematic pilot study evaluating three types of AI-generated 3D environments - Depth Mesh, 360° Panoramic Meshes, and Gaussian Splatting - through the participation of 15 filmmaking professionals from diverse roles. Unlike commonly used 2D AI-generated visuals, our approach introduces navigable 3D environments that offer greater control and flexibility, aligning more closely with established VP workflows. Through expert interviews and literature research, we developed evaluation criteria to assess their usefulness beyond concept development, extending to previsualization, scene exploration, and interdisciplinary collaboration. Our findings indicate that different environments cater to distinct production needs, from early ideation to detailed visualization. Gaussian Splatting proved effective for high-fidelity previsualization, while 360° Panoramic Meshes excelled in rapid concept ideation. Despite their promise, challenges such as limited interactivity and customization highlight areas for improvement. Our prototype, EnVisualAIzer, built in Unreal Engine 5, provides an accessible platform for diverse filmmakers to engage with AI-generated environments, fostering a more inclusive production process. By lowering technical barriers, these environments have the potential to make advanced VP tools more widely available. This study offers valuable insights into the evolving role of AI in VP and sets the stage for future research and development. © 2025 Copyright held by the owner/author(s). Publication rights licensed to ACM.},
keywords = {3-D environments, 3D reconstruction, 3D Scene Reconstruction, 3d scenes reconstruction, AI-generated 3d environment, AI-Generated 3D Environments, Computer interaction, Creative Collaboration, Creatives, Digital content creation, Digital Content Creation., Filmmaking workflow, Filmmaking Workflows, Gaussian distribution, Gaussian Splatting, Gaussians, Generative AI, Graphical user interface, Graphical User Interface (GUI), Graphical user interfaces, Human computer interaction, human-computer interaction, Human-Computer Interaction (HCI), Immersive, Immersive Storytelling, Interactive computer graphics, Interactive computer systems, Interactive media, Mesh generation, Previsualization, Real-Time Rendering, Splatting, Three dimensional computer graphics, Virtual production, Virtual Production (VP), Virtual Reality, Work-flows},
pubstate = {published},
tppubtype = {inproceedings}
}
2023
Vincent, B.; Ayyar, K.
Roblox Generative AI in action Proceedings Article
In: S.N., Spencer (Ed.): Proc. - SIGGRAPH Real-Time Live!, Association for Computing Machinery, Inc, 2023, ISBN: 979-840070158-0 (ISBN).
Abstract | Links | BibTeX | Tags: AI techniques, Complex model, Creation process, Education, Game, Games, Interactive computer graphics, Interactive objects, Lighting, Metaverse, Metaverses, Modeling, Modeling languages, Natural languages, Object and scenes, Pipeline, Real-Time Rendering, Rendering (computer graphics)
@inproceedings{vincent_roblox_2023,
title = {Roblox Generative AI in action},
author = {B. Vincent and K. Ayyar},
editor = {Spencer S.N.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85167946022&doi=10.1145%2f3588430.3597250&partnerID=40&md5=61fda81c33eb3623240f7d14f51607b0},
doi = {10.1145/3588430.3597250},
isbn = {979-840070158-0 (ISBN)},
year = {2023},
date = {2023-01-01},
booktitle = {Proc. - SIGGRAPH Real-Time Live!},
publisher = {Association for Computing Machinery, Inc},
abstract = {Roblox is investing in generative AI techniques to revolutionize the creation process on its platform. By leveraging natural language and other intuitive expressions of intent, creators can build interactive objects and scenes without complex modeling or coding. The use of AI image generation services and large language models aim to make creation faster and easier for every user on the platform. © 2023 Owner/Author.},
keywords = {AI techniques, Complex model, Creation process, Education, Game, Games, Interactive computer graphics, Interactive objects, Lighting, Metaverse, Metaverses, Modeling, Modeling languages, Natural languages, Object and scenes, Pipeline, Real-Time Rendering, Rendering (computer graphics)},
pubstate = {published},
tppubtype = {inproceedings}
}