Displacement decomposition and parallelization of the PCG method for elasticity problems

Author(s):  
R. Blaheta ◽  
O. Jakl ◽  
J. Stary
Repositor ◽  
2020 ◽  
Vol 2 (7) ◽  
pp. 965
Author(s):  
Naufal Azzmi ◽  
Lailatul Husniah ◽  
Ali Sofyan Kholimi

AbstrakPerkembangan game pada saat ini berkembang dengan sangat cepat, dalam perkermbangan game topik AI adalah topik yang paling banyak diteliti oleh beberapa peneliti khususnya pada pembuatan suatu konten game menggunakan metode PCG (procedural content generation). Pada pembuatan sebuah game world menggunakan metode PCG sudah banyak developer game yang sukses dengan mengimplementasikan metode ini, metode ini banyak digunkan pada geme dengan genre RPG, Rouglikes, Platformer, SandBox, Simulation dan lain sebagainya, Pada penelitian ini berfokus pada pengembangan sebuah game world generator untuk game berjenis open world yang berupa sebuah kepulauan dengan metode PCG dengan menggunakan algoritma perlin noise sebagai algoritma pembentuk textur utama pulau yang dimana pada penelitian ini memanfaatkan beberapa variable noise seperti octave, presistance dan lacunarity guna untuk menambah kontrol dari hasil textur yang dihasilkan serta algoritma penempatan pulau untuk membuat sebuah game world yang menyerupai sebuah kepulauan. Dari hasil uji generator terkait degan pengujian playability dan performa dapat disimpulkan bahwa generator yang dikembangkan playable serta performa yang dianaliasa menggunakan notasi Big O menunjukkan  (linear). Abstract Game development is currently growing very fast, game development AI is the most discussed topic by most researchers especially in the developing of game content using the PCG (procedural content generation) method. In making a game world using the PCG method, many game developers have succeeded by implementing this method, this method is widely used on RPGs, Rouglikes, Platformers, SandBox, Simulations and ect,. This study focuses on developing a game world generator game for open world type games in the form of an archipelago using the PCG method using the noise perlin algorithm as the island's main texturizing algorithm which in this study utilizes several noise variables such as octave, presistance and use for add control of the texture results as well as the island placement algorithm’s to create a game world that resembles an archipelago form. From the generator test results related to the playability and performance testing, it shows that map are being generated by the generators are playable and performance that are analyzed using Big O notation show O (n) (linear).


2017 ◽  
Vol 2017 ◽  
pp. 1-7 ◽  
Author(s):  
Dmitriy Konovalov ◽  
Anatoly Vershinin ◽  
Konstantin Zingerman ◽  
Vladimir Levin

Modern high-performance computing systems allow us to explore and implement new technologies and mathematical modeling algorithms into industrial software systems of engineering analysis. For a long time the finite element method (FEM) was considered as the basic approach to mathematical simulation of elasticity theory problems; it provided the problems solution within an engineering error. However, modern high-tech equipment allows us to implement design solutions with a high enough accuracy, which requires more sophisticated approaches within the mathematical simulation of elasticity problems in industrial packages of engineering analysis. One of such approaches is the spectral element method (SEM). The implementation of SEM in a CAE system for the solution of elasticity problems is considered. An important feature of the proposed variant of SEM implementation is a support of hybrid curvilinear meshes. The main advantages of SEM over the FEM are discussed. The shape functions for different classes of spectral elements are written. Some results of computations are given for model problems that have analytical solutions. The results show the better accuracy of SEM in comparison with FEM for the same meshes.


2008 ◽  
Vol 135 ◽  
pp. 012012 ◽  
Author(s):  
Paul E Barbone ◽  
Carlos E Rivas ◽  
Isaac Harari ◽  
Uri Albocher ◽  
Assad A Oberai ◽  
...  

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