Sökning: "frames per second"
Visar resultat 1 - 5 av 95 uppsatser innehållade orden frames per second.
1. Ready? Fight! How Guilty Gear -Strive-‘s approach to fighting game animations lend themselves to character appeal.
Kandidat-uppsats, Uppsala universitet/Institutionen för speldesignSammanfattning : This paper’s goal was to understand how the fighting game animations in the video game Guilty Gear -Strive- lent themselves to their characters appeal, by looking how the animations are built up to be a good quality for a more interesting character based on the character background. The paper aids to help designers find relevant information for the creation of animations for a greater player enjoyment of its characters in a fighting game. LÄS MER
2. Comparison between Smoothed-Particle Hydrodynamics and Position Based Dynamics for real-time water simulation
Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : Two of the methods common in video game fluid simulation are SmoothedParticle Hydrodynamics (SPH), and Position Based Dynamics (PBD). They are both Lagrangian methods of fluid simulation. SPH has been used for many years in offline simulations and has truthful visuals, but is not as stable as the newer method PBD when using larger timesteps. LÄS MER
3. Manipulering av bildhastighet och dess känslomässiga påverkan på tittarupplevelse vid olika format
Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : Frame rate is a fundamental element of creating the illusion of movement in video based media. For almost a century film has been produced in agreement with a standard frame rate of 24 frames per second, originally established due to technical limitations. LÄS MER
4. Developing a Neural Network Model for Semantic Segmentation
M1-uppsats, KTH/Skolan för kemi, bioteknologi och hälsa (CBH)Sammanfattning : This study details the development of a neural network model designed for real-time semantic segmentation, specifically to distinguish sky pixels from other elements within an image. The model is incorporated into a feature for an Augmented Reality application in Unity, leveraging Unity Barracuda—a versatile neural network inference library. LÄS MER
5. Particle-Oriented Bounding Box Skeletal Animation in real-time applications
Kandidat-uppsats, Blekinge Tekniska HögskolaSammanfattning : Background. Skeletal animation is a technique used for displaying animated movement that uses bones in a hierarchy to get a structure; these bones are transformed based on their parent bones. Vertices in a mesh are connected to one or more bones with a weight, and the vertices will move based on the bone transformation, creating an animation. LÄS MER