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Videogames Help Real CSI Solve Crimes
11.27.09
Soon, real criminal investigation teams will be using videogame technology to help forensic scientists collaborate virtually to re-create what happened at the scene of the crime.
by Reuters
RALEIGH, North Carolina - In hit TV crime drama show "C.S.I.: Crime Scene Investigation," and its two spin-offs, the criminologists use the latest technology to solve grisly murders and other crimes.
Soon, real criminal investigation teams will be using videogame technology to help forensic scientists collaborate virtually to re-create what happened at the scene of the crime.
"The problem is that while there have been major advancements in the field of forensic science technology, how investigative teams come together to collaborate has not changed over the years," said Dr. Mitzi Montoya, Zelnak Professor of Marketing and Innovation Management at North Carolina State University (NC State).
NC State recently received a $1.4 million grant from the National Science Foundation's Cyber-Enabled Discovery and Innovation (CDI) program to help lay a foundation that promotes greater collaboration in the field of forensic science - a platform they call IC-CRIME (interdisciplinary, cyber-enabled crime reconstruction through innovative methodology and engagement).
The IC-CRIME platform will employ the latest in 3-D laser scanning technologies and run on the Unity game engine technology, which powers over 50 commercial games like "FusionFall" and "VooDude."
The laser scanner technology, developed by Research Triangle Park company 3rdTech, will allow investigators to accurately record room and object dimensions, as well as the placement of every piece of evidence in a crime scene.
GAMING TO CRIME
The scanners can capture millions of data points at a crime scene within a few minutes and recreate highly detailed virtual crime scenes.
"The game world will be embedded within a Web page also containing data in the form of text and 2D graphics," said Dr. Michael Young, associate professor of computer science and an expert in serious gaming at NC State...
You play as a 1950’s robot bent on laser-shooting and missile-bombing destruction.

"The demo shows 4096 bot planes handled solely on a single GPU parallel to game rendering. The bot planes use steering behaviours for flocking, navigation and obstacle avoidance. The planes are fully lit and rendered (with shadows). The demo runs with interactive frame rate on main stream CUDA enabled graphics cards. In comparison the same simulation without utilizing CUDA achieved a similar frame rate on a decent machine with only 512 planes in our tests. The steering computation for 512 planes requires about 260.000 neighbour queries while for 4096 planes this grows to a whopping 16 Million queries. The algorithm can be easily parallelized, explaining the advantage of technologies like CUDA for this kind of problem. Even if there is a potential to optimize the algorithm for CPU the clear benefit for us is a heavily reduced development time." by DarkWaterDev
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