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Automatic Addition of Physics Components to Procedural Content

机译:自动将物理组件添加到程序内容

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摘要

While the field of procedural content generation is growing, there has been somewhat less work on developing procedural methods to animate these models. We present a technique for generating procedural models of trees and buildings via formal grammars (L-Systems and wall grammars) that are ready to be animated using physical simulation. The grammars and their interpretations are augmented to provide direct control over the physical animation, by, for example, specifying object mass and the joint stiffness. Example animations produced by our system include trees swaying in a gentle wind or being rocked by a gale, and buildings collapsing, imploding or exploding. In user testing, we had test subjects (n = 20) compare our animations with video of trees and buildings undergoing similar effects, as well as with animations in games that they have played. Results show that our animations appear physically accurate with a few minor instances of unrealistic behaviour. Users considered the animations to be more realistic than those used in current video games.
机译:随着过程内容生成领域的发展,开发用于动画化这些模型的过程方法的工作却很少。我们提出了一种通过形式化语法(L系统和墙式语法)生成树木和建筑物的过程模型的技术,该模型已准备好使用物理模拟进行动画处理。通过例如指定对象质量和关节刚度,可以增强语法及其解释,以提供对物理动画的直接控制。我们的系统制作的动画示例包括树木在微风中摇曳或被大风吹动,以及建筑物倒塌,内爆或爆炸。在用户测试中,我们让测试对象(n = 20)将我们的动画与遭受类似效果的树木和建筑物的视频以及他们玩过的游戏中的动画进行比较。结果表明,我们的动画在物理上看起来是准确的,并且有一些次要的不现实行为。用户认为动画比当前视频游戏中使用的动画更逼真。

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