Procedural 3D Slotevent

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Slotevent Procedural 3D

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Gedurende twee jaar werd door DAE-Research toegepast onderzoek gedaan naar procedurele 3D. Hierin werd de focus gelegd op de voor- en nadelen van het gebruik van procedurele technieken in het productieproces van 3D binnen diverse sectoren. Het project ‘Procedural 3D’ bestond uit twee luiken: het eerste luik was gericht op het ontwikkelen van concrete proof of concepts waarin procedurele technologie wordt toegepast en het tweede luik was gericht op een brede kennistransfer voor de partners.

Tijdens dit slotevent wensen wij de opgedane kennis naar buiten te brengen, aangevuld met sprekers uit de industrie. We bieden jullie een interessant programma aan met een specifieke focus op het procedurele 3D element, zowel naar het opzetten van pipelines, het creëren van 3D assets & 3D visualisatie.

Sprekers en meer info over de planning van het event kan je vinden op de website: Het event zal in het Engels doorgaan.


For two years, DAE-Research has conducted applied research into procedural 3D generation. We focused on the advantages and disadvantages of using procedural techniques in the production pipeline of 3D content within various sectors. The project ‘Procedural 3D’ consisted of two parts; first was developing concrete proof of concepts in which procedural technology is applied, and second was aimed at a broad knowledge transfer to our partners.

During this closing event we wish to make this gained knowledge public, complemented by external speakers from the industry. We offer you an interesting porgram focused on procedural 3D generation, from setting up the pipeline, to the creation of 3D assets and visualization.

Speakers and more information about the schedule on our website: The talks will be in English.

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Organiser DAE-Research

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DAE-Research is the research cell of the study program Digital Arts and Entertainment of Howest where both demand-driven research projects and research projects on its own initiative are set up. To a large extent, the research projects are oriented towards transferring the knowledge of game technology in sectors other than pure entertainment, for which games are currently mainly known. Examples of which are the use of game technology as an educational tool in the industrial sector, as a means to open up cultural heritage, and to offer psycho-education in the social service sector.

With DAE-Research, the main focus is on applied research. Scientific findings from university and other research labs in combination with experiences from experts in the respective professional field and expectations of the envisioned end users, are creatively translated into innovative solutions, which offer a surplus value for achieving the goals within the industry and/or social profit.

Besides its function as a project partner, DAE-Research also supports and coaches companies and knowledge institutions when starting up a project: from defining the research question over drawing up a (subsidy) file and project plan to executing and following up on the project. DAE-Research offers this tailor-made service to both individual companies and consortia of companies and/or social profit organizations.

The acquired knowledge from both small, well-defined projects and larger, exploratory research projects, contributes to a constantly growing knowledge basis, which, combined with the extended network of partners, turns DAE-Research into an attractive information service for organizations facing challenges for which game technology might offer a solution.  

In addition to projects on demand, DAE-Research also conducts exploratory research on its own initiative. Hereby, the potential surplus value of new technology, whether this is hardware or software, is mapped out to work out innovative solutions for the various sectors.  

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