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Automatic Addition of Physics Components to Procedural Content

机译:自动添加物理组件到程序内容

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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:虽然程序内容生成的领域正在增长,但在开发程序方法中有所了解,以便为这些模型进行动画。我们介绍了一种通过正式语法(L-Systems和Wall Grammars)来产生树木和建筑物的程序模型,即准备使用物理模拟动画。语法及其解释被增强以通过指定对象质量和关节刚度来提供对物理动画的直接控制。我们的系统产生的示例动画包括树木在温柔的风中摇曳或被大风摇动,建筑物折叠,爆炸或爆炸。在用户测试中,我们有测试主题(n = 20)比较我们的动画与树木和建筑物的视频以及正在进行类似的效果,以及他们在游戏中的动画。结果表明,我们的动画表现出身体准确的,少数小型不切实际的行为。用户认为动画比当前视频游戏中使用的动画更加真实。

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