Sökning: "physically based animation"
Visar resultat 1 - 5 av 11 uppsatser innehållade orden physically based animation.
1. Real-time Soft Body Simulation using Extended Position-Based Dynamics and Tetrahedral Deformation
Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskapSammanfattning : Background. Several methods have been used to simulate soft body deformation, such as mass-spring systems and position-based dynamics. This has been done using tetrahedral mesh models for preservation of shape and volume. LÄS MER
2. Slab and Powder-Snow avalanche animation on the GPU
Uppsats för yrkesexamina på avancerad nivå, Blekinge Tekniska Högskola/Fakulteten för datavetenskaperSammanfattning : Background: The video game industry has yet to achieve a physically-based real-time avalanche simulation because of the sheer complexity of modeling the behavior of snow avalanches. An avalanche is made out of snow, meaning it would require a snow simulation which itself already shows to be complex. LÄS MER
3. Physically-Based Animation of Fire for Android
Kandidat-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknikSammanfattning : Animation of fire and fluids has been around for at least 20 years in the field of computer graphics. These animations have over the years progressed into real-time simulations running on the GPU and further refined, thanks to modifications such as vorticity and wavelet turbulence, adding higher visual detail. LÄS MER
4. Comparison of Two Different Methods of Generating Physics-Based Character Animation using Reinforcement Learning
Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskapSammanfattning : In the area of Physics-Based Animation using Reinforcement Learning (RL), multiple games and virtual simulations have had it as an objective throughout the years because of the added realism it brings to motions of characters. It also brings a realistic and practical interaction between the characters and their environment. LÄS MER
5. Physically-Based Animation Follow : A Comparison of Player Experiences
Kandidat-uppsats, Högskolan i Skövde/Institutionen för informationsteknologiSammanfattning : Animations in the game industry are considered a bottleneck today, and a way to speed up the development in this area is by letting the computer procedurally generate the animations. This research has explored blending physics with keyframed animations in games, to create interactive and responsive characters, and to find out how these animations are perceived by players. LÄS MER