Off-Line Evolution of Behaviour for Autonomous Agents in Real-Time Computer Games
PPSN VII Proceedings of the 7th International Conference on Parallel Problem Solving from Nature
Efficient collision detection for animation and robotics
Efficient collision detection for animation and robotics
Spanning Large Workspaces Using Small Haptic Devices
WHC '05 Proceedings of the First Joint Eurohaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems
ACM SIGGRAPH 2006 Educators program
3D Games, Vol. 2: Animation and Advanced Real-Time Rendering
3D Games, Vol. 2: Animation and Advanced Real-Time Rendering
Teaching graphics with the openGL shading language
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C3S2E '09 Proceedings of the 2nd Canadian Conference on Computer Science and Software Engineering
A stereoscopic OpenGL-based interactive plug-in framework for Maya and beyond
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
C3S2E '09 Proceedings of the 2nd Canadian Conference on Computer Science and Software Engineering
A stereoscopic OpenGL-based interactive plug-in framework for Maya and beyond
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
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This work focuses on the analysis and review of most prominent advanced rendering and animation techniques in the computer graphics used for 3D games, some of which we then juxtapose with our physically based softbody simulation framework we designed and implemented earlier. We then discuss such implementation results and the future directions. The techniques we touch upon are various algorithms for animation and physical based modeling as well as GPU programming with OpenGL. We break down our contribution into two main parts: the analysis and review of the applicability of the techniques to softbody rendering and animation with the summary of the results to date.