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History -

VWORLD is
an independent development studio whose core activity is the development
and licensing of VWorldTerrain© technology.
First
foundations of this technology were laid at the beginning of the year
1996, when Vincent Pourieux, former games industry veteran at
Infogrames and now CEO of VWORLD, hit upon the idea of devising
algorithms which would enable to create large terrain from procedural
equations. First visual results were encouraging, and Pourieux decided
to add DEM data parameters to his equations in order to achieve more
realistic results.
In 1997,
Vincent formed the CPU Software R&D studio and dedicated himself to research
and development on the technology. A few months later, he was producing
a first real-time 3D terrain simulation using satellite databases. From
that first simulation (Italy in 3D) derived a new concept, and
Vincent decided to take another step: to simulate the entire
Planet. The technology was therefore named V-world. In 1998,
graphics took a great leap forward, and V-world technology was
used for the first time in a car racing game called Speed Demons.
In
1999, CPU Software was running a first mock-up of the entire Earth in real-time 3D on PC. Vincent had been adding new
capabilities to V-world, such as
a dynamic weather system, the management of the vault of heaven,
as well as the rendering of seabeds and management of Autonomous
Life Forms (ALFs). At the time V-world technology was making use of
the GTOPO30 DEM database
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1998
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In 2001 also,
CPU Software laid the foundations of an innovative city extrusion
process which made use of aerial databases: the city of Lyon
was thus reproduced in real-time 3D from aerial data. V-world
technology was also used within the framework of a research project
on 3D mouse motion capture initated by the Atomic Energy
Commission (CEA).
2001
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In
2002, V-world technology was chosen for the development of the massively multiplayer on-line role playing game Dark and Light.
It formed the basis of the game's client engine, allowing creation
of the game's world, and rendering of its terrain and
vegetation. Other components of the technology were also used,
such as its dynamical weather system or its ALFs system. Thanks to
its use of V-world, DnL featured in 2003 as “the largest MMORPG
you’ve ever seen”. |
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2003
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2005
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In
April 2004, VWORLD succeeded to CPU Software. The VWorldPowered
label was taken and the corresponding website dedicated to
marketing the technology appeared. V-world was then renamed
VWorldTerrain. |
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In 2006,
VWORLD developed the vieWTerra application program interface,
allowing its users to create their own applications on the entire
surface of the Globe, with an unprecedented level
of detail and feeling of immersion in the 3D real-time
replica of landscapes. |
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From 2007 to 2011,
the vieWTerra API became a complete development platform which,
through its viewer, its different tools and software
development kit offers various additional functionalities such
as: streaming of terrain data from a server, connexion of
mutiple users embodying avatars on a common network, real-time
extrusion of 3D buildings offering procedural texturing. |
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