Essays about: "Physically based animation"

Showing result 1 - 5 of 9 essays containing the words Physically based animation.

  1. 1. Real-time Soft Body Simulation using Extended Position-Based Dynamics and Tetrahedral Deformation

    University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Author : William Kamnert; [2023]
    Keywords : Physically based animation; Soft body deformation; Volumetric models; GPU parallel computing;

    Abstract : 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. READ MORE

  2. 2. Slab and Powder-Snow avalanche animation on the GPU

    University essay from Blekinge Tekniska Högskola/Fakulteten för datavetenskaper

    Author : Åleskog Jonthan; Cheh Daniel; [2021]
    Keywords : Avalanche; GPU; DEM; Real-time; Games; Lavin; GPU; DEM; Realtid; Spel;

    Abstract : 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. READ MORE

  3. 3. Physically-Based Animation of Fire for Android

    University essay from Göteborgs universitet/Institutionen för data- och informationsteknik

    Author : FREDRIK ALBERS; KARL ANDERSSON; ANTON FORSBERG; LOVISA GRAHN; DANIEL OLSSON; AXEL SVENSSON; [2020-10-29]
    Keywords : Fire simulation; Fire simulation Android; Fluid dynamics Android; Wavelet Turbulence; Simulation GPU; Fire simulation 3D;

    Abstract : 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. READ MORE

  4. 4. Comparison of Two Different Methods of Generating Physics-Based Character Animation using Reinforcement Learning

    University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Author : Daniel Lagula; Filip Karlsson; [2020]
    Keywords : Ragdoll; Animation; Behaviour; Balance; Artificial Intelligence;

    Abstract : 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. READ MORE

  5. 5. Physically-Based Animation Follow : A Comparison of Player Experiences

    University essay from Högskolan i Skövde/Institutionen för informationsteknologi

    Author : Henrik Lennartsson; Lina Wijkander; [2019]
    Keywords : Animation; procedural; physics-based; animation follow;

    Abstract : 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. READ MORE