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Study On Applications Of Physically Based Computer Animation In Games

Posted on:2009-08-22Degree:MasterType:Thesis
Country:ChinaCandidate:J LiFull Text:PDF
GTID:2178360272474105Subject:Computer software and theory
Abstract/Summary:PDF Full Text Request
It is 80s the last century that people began to study on physically based computer animation which become a hot topic in computer graphics after a very soon. And it is 90s the last century that the industry of movies began to use it in making special effects and computer animation movies. The physically based computer animation has changed the way in which people making animations. It frees the animators from the awful, dirty work of making motion animations and in more important it makes the motion look more natural and real in computer animations. It really shows a big advantage when people use it in video games in which very frame must be rendered in real time and different objects should act the right way through each different operation from the player. However, there are still two major problems that stop us computing a really nice motion for the object in games: One is we still need to do more study on this topic, and some problems has not been figured out even in physical theories. The other one is some physical theories is too complicated to be used on the computers directly. This paper focuses on the study on applications of physically based computer animation in the video games, base on the idea of a physics engine for games.The physics engine designed in this paper can physically simulate particles, rigid bodies, soft clothes, articulations, fluid dynamic, water and can also perform accelerating computations on GPU. During the design there are two things should be considered at the beginning: One is in what way to represent and compute different models in the computer. The second is how to organize those models and deal the respond between them. For the first one, we take rigid bodies, soft clothes, articulations as the combination of particles and constraints between them and choose verlet integration scheme for the computation. For the second one, we organize the objects in games as a sense tree and detect the collisions between them by checking whether or not a line intersects a triangle for a triangle is the basic unit in 3D graphic world. Methods for simulating some complicated phenomena are also presented in this paper. Such as to simulate the drape of clothes dressed on a human body by generating a height map. To use volume textures for the data and rendering of a 3D fluid dynamic. Otherwise, we still consider the ways to visualize the models.
Keywords/Search Tags:Physically based computer animation, GPU accelerating, Video game, Physics engine
PDF Full Text Request
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