Animation Tree in the Wind

2012 ◽  
Vol 472-475 ◽  
pp. 1357-1360
Author(s):  
Xu Min Liu ◽  
Xu Zhai

Real time modeling and rendering of natural Phenomena has been a hotspot and One of the most difficult tasks in Computer Graphics, it has been found wide application in many domains such as computer animation, computer games, special effects of movie, landscaping, battlefield simulation and virtual reality etc.. Realistic simulation is generally consisting of natural elements simulation and man-made elements simulation, natural elements simulation is relatively complicated. However, in natural elements simulation trees simulation is one of the most complex technologies. In this paper, propose a method that is real-time visualization of animated trees in the wind. Compared with other previous studies, our work is to develop a physical model of real movement by the trees swaying animation. We describe the method is consistent with nature scene that branches move in the wind. Then, we describe a simple animation of trees swaying, in the local graphics processor.

2018 ◽  
Vol 9 (6) ◽  
pp. 2825 ◽  
Author(s):  
Mark Draelos ◽  
Brenton Keller ◽  
Christian Viehland ◽  
Oscar M. Carrasco-Zevallos ◽  
Anthony Kuo ◽  
...  

2015 ◽  
Vol 78 (2-2) ◽  
Author(s):  
Ismahafezi Ismail ◽  
Mohd Shahrizal Sunar ◽  
Hoshang Kolivand

Realistic humanoid 3D character movement is very important to apply in the computer games, movies, virtual reality and mixed reality environment. This paper presents a technique to deform motion style using Motion Capture (MoCap) data based on computer animation system. By using MoCap data, natural human action style could be deforming. However, the structure hierarchy of humanoid in MoCap Data is very complex. This method allows humanoid character to respond naturally based on user motion input. Unlike existing 3D humanoid character motion editor, our method produces realistic final result and simulates new dynamic humanoid motion style based on simple user interface control.


Author(s):  
Michelle LaBrunda ◽  
Andrew LaBrunda

Virtual reality is a collection of technologies that enable people to use their senses to experience sensory input provided from a source other than the immediate environment. These events may occur in real time, can be a simulation, or can be completely fictional. Virtual reality (VR) has progressed beyond its military beginnings and is progressively making its way into people’s daily lives. The most prevalent implementation of VR can be found in many forms of modern entertainment such as computer games or IMAX (image maximum) theaters. VR has received little publicity but has enormous potential in the realm of medicine. The utility of VR is starting to be appreciated by the medical community. It is slowly being adopted and implemented in the surgical, medical, and psychiatric specialties. Medical uses of VR are primarily directed toward the simulation of visual, audio, and tactile input. With the aid of VR doctors will be able to perform specialized surgery on a patient from the other side of the world. Students are able to simulate and experience surgical procedures without compromising a patient’s health. Finally, VR can heighten a doctor´s senses and allows input that would be absent without the aid of VR, such as relative bone positions and tissue temperature.


2013 ◽  
Vol 13 (03) ◽  
pp. 1350009
Author(s):  
PAULO ROBERTO DE CARVALHO ◽  
MAIKON CISMOSKI DOS SANTOS ◽  
WILLIAM ROBSON SCHWARTZ ◽  
HELIO PEDRINI

The generation of real-time 3D graphics scenes normally demands high computational requirements. Several applications can benefit from efficient algorithms for rendering complex virtual environments, such as computer games, terrain visualization, virtual reality and visual simulation. This paper describes an improved view frustum culling method using spatial partitioning based on octrees for 3D real-time rendering. The proposed method is compared against two other approaches. Experiments using four different scenes are conducted to evaluate the performance of each tested method. Results demonstrate that the proposed method presents superior frame rate for all scenes.


2011 ◽  
Vol 109 ◽  
pp. 725-728
Author(s):  
Yong Song Zhan ◽  
Xian Jun Chen

Particle system is an essential building block for visualize various types of special effects in applications of computer graphics. In this paper, we propose a novel approach based on particle system editor supported by GPU (Graphic Process Units) to provide a WYSIWYG (What You See Is What You Get) editing environment for simplifying special effects development process, where a SPH (Smoothed Particle Hydrodynamics) solver is used for particles movement simulation. Experimental results show the robustness and efficiency of the proposed system for computer games in real time.


2014 ◽  
Vol 5 (1) ◽  
pp. 1
Author(s):  
Marco Santos Souza ◽  
Aldo Wangenheim ◽  
Eros Comunello

Cloth simulation has many applications areas like computer animation, computer games or virtual reality. The simulation of cloth tearing is often a non-trivial process because it requires the capacity of dynamically updating different cloth representations and data structures. For interactive animations, this must be performed as fast as possible. We present a comprehensive description of a technique that can be used to simulate cloth being torn or cut. Despite simplistic and not physically accurate, it is fast and can provide visually pleasing results. Also, it can be easily adapted to work with nearly any cloth model. As an original contribution, we introduce an optimization of this technique by using an especially adapted half-edge data structure. We have implemented the techniques described in this paper in a physics simulator that was specially developed for a garment CAD system. Our tests have shown fast and attractive results.


1998 ◽  
Vol 10 (6) ◽  
pp. 482-487
Author(s):  
Hajime Morikawa ◽  
◽  
Nobuaki Takanashi

A network-based robot simulator was developed by modularizing simulator functions and representing them with hierarchical graphical icons. This enables functions to be added, changed, or modified as needed without programming for different uses such as offline teaching of robots, network distributed processing, robot teleoperation using command communication, and real-time computer graphics (CG) animators in virtual reality. We introduce examples of the simulator kinematically analyzing multiple robot arms, dynamically analyzing forestry machines, and teleoperating space robots.


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