scholarly journals Real Time Animation of Trees Based on BBSC in Computer Games

2009 ◽  
Vol 2009 ◽  
pp. 1-8 ◽  
Author(s):  
Xuefeng Ao ◽  
Zhongke Wu ◽  
Mingquan Zhou

That researchers in the field of computer games usually find it is difficult to simulate the motion of actual 3D model trees lies in the fact that the tree model itself has very complicated structure, and many sophisticated factors need to be considered during the simulation. Though there are some works on simulating 3D tree and its motion, few of them are used in computer games due to the high demand for real-time in computer games. In this paper, an approach of animating trees in computer games based on a novel tree model representation—Ball B-Spline Curves (BBSCs) are proposed. By taking advantage of the good features of the BBSC-based model, physical simulation of the motion of leafless trees with wind blowing becomes easier and more efficient. The method can generate realistic 3D tree animation in real-time, which meets the high requirement for real time in computer games.

2009 ◽  
Vol 8 (2) ◽  
pp. 101-107 ◽  
Author(s):  
Zhongke Wu ◽  
Mingquan Zhou ◽  
Xingce Wang

A novel approach to modeling realistic tree easily through interactive methods based on ball B-Spline Curves (BBSCs) and an efficient graph based data structure of tree model is proposed in the paper. As BBSCs are flexible for modifying, deforming and editing, these methods provide intuitive interaction and more freedom for users to model trees. If conjuncted with other methods like generating tree models through L-systems or iterated function systems (IFS), the models are more realistic and natural through modifying and editing. The method can be applied to the design of bonsai tree models.


2017 ◽  
Vol 2017 ◽  
pp. 1-11 ◽  
Author(s):  
Qiang Li ◽  
Changhai Yang ◽  
Zhao Zhang ◽  
Xi Wang ◽  
Yongjian Gong ◽  
...  

Freehand sketching in a real-time 3D styling system presents a different way to create a 3D model from the traditional CAD system. Strokes are the most common and useful objects in the expression of a stylist’s intention by using the gesture commands and in the construction of geometries. Not only are they sketched freely as drawing on a paper with a pen, but also they can be converted automatically into spline curves and then can be used to form a surface. Therefore, it is necessary to investigate the features of stroke, the extraction and identification of these features, and the applications. Here, the features from a single vector pressure stroke have been discussed in detail according to their applications in an automotive freehand styling system in the early stage of conceptual design. The features have been divided into three parts: the input features, the calculable feature, and the added features. Over a hundred features have been defined and classified with the geometry or performance attributes. The features proposed have been applied in the identification of gesture commands, the expression of art vector stroke by pseudoantialiasing method, and a novel method to generate a spatial curve directly by the pressure of stroke in AutoSketch system.


2011 ◽  
Vol 2-3 ◽  
pp. 614-618
Author(s):  
Wen Jie Zhang

In this article, the definition, the nature and the parameter of the NURBS (Non-Uniform Rational B-spline) curves are defined, the more thorough analysis and research of the real-time NURBS curve interpolation algorithm and the feed rate adaptive control are carried out.


1993 ◽  
Vol 115 (3) ◽  
pp. 329-336 ◽  
Author(s):  
S. Bedi ◽  
I. Ali ◽  
N. Quan

This paper describes two methods for curve and surface interpolation. The layout of the machine and the implementation of these methods on an N.C. machine are discussed. The requirement for additional computational power to implement these interpolation methods is addressed by a network of computers called transputers. The interface between the controller and the network is described. This network also provides the ability to do interference checking in real time using the subdivision technique. The advantage of this implementation is that it enhances the ability of the conventional controller and avoids problems such as communication errors, jerky motion, gouging, and closed architecture. The method used to determine the accuracy of the interpolator is described and some results are given. Curved surfaces described as a series of B-spline curves can be machined using the curve interpolator, whereas a B-spline surface can be machined with the surface interpolator. Sample surfaces are machined to show the ability of the controller in both the curve interpolation and surface interpolation modes.


Impact ◽  
2020 ◽  
Vol 2020 (2) ◽  
pp. 9-11
Author(s):  
Tomohiro Fukuda

Mixed reality (MR) is rapidly becoming a vital tool, not just in gaming, but also in education, medicine, construction and environmental management. The term refers to systems in which computer-generated content is superimposed over objects in a real-world environment across one or more sensory modalities. Although most of us have heard of the use of MR in computer games, it also has applications in military and aviation training, as well as tourism, healthcare and more. In addition, it has the potential for use in architecture and design, where buildings can be superimposed in existing locations to render 3D generations of plans. However, one major challenge that remains in MR development is the issue of real-time occlusion. This refers to hiding 3D virtual objects behind real articles. Dr Tomohiro Fukuda, who is based at the Division of Sustainable Energy and Environmental Engineering, Graduate School of Engineering at Osaka University in Japan, is an expert in this field. Researchers, led by Dr Tomohiro Fukuda, are tackling the issue of occlusion in MR. They are currently developing a MR system that realises real-time occlusion by harnessing deep learning to achieve an outdoor landscape design simulation using a semantic segmentation technique. This methodology can be used to automatically estimate the visual environment prior to and after construction projects.


Author(s):  
Chun-ying Huang ◽  
Yun-chen Cheng ◽  
Guan-zhang Huang ◽  
Ching-ling Fan ◽  
Cheng-hsin Hsu

Real-time screen-sharing provides users with ubiquitous access to remote applications, such as computer games, movie players, and desktop applications (apps), anywhere and anytime. In this article, we study the performance of different screen-sharing technologies, which can be classified into native and clientless ones. The native ones dictate that users install special-purpose software, while the clientless ones directly run in web browsers. In particular, we conduct extensive experiments in three steps. First, we identify a suite of the most representative native and clientless screen-sharing technologies. Second, we propose a systematic measurement methodology for comparing screen-sharing technologies under diverse and dynamic network conditions using different performance metrics. Last, we conduct extensive experiments and perform in-depth analysis to quantify the performance gap between clientless and native screen-sharing technologies. We found that our WebRTC-based implementation achieves the best overall performance. More precisely, it consumes a maximum of 3 Mbps bandwidth while reaching a high decoding ratio and delivering good video quality. Moreover, it leads to a steadily high decoding ratio and video quality under dynamic network conditions. By presenting the very first rigorous comparisons of the native and clientless screen-sharing technologies, this article will stimulate more exciting studies on the emerging clientless screen-sharing technologies.


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