real-time animation

New entry in the Digiplay Games Research Bibliography:

Amada, T.; Imura, M.; Yasumuro, Y.; Manabe, Y.; Chihara, K. (2005)
Kyokai Joho Imeji Zasshi/Journal of the Institute of Image Information and Television Engineers

Image of booksReal-time rendering of realistic motion of fluids is a method that immerses a player into an interactive application such as computer games. Interaction of fluids with rigid bodies is important because fluids and rigid bodies move influencing each other. Fluid simulation based on Computational Fluid Dynamics (CFD) is useful for rendering a visually plausible behaviour of fluids. However, due to the high computational cost of CFD, real-time rendering of fluids needs a fast simulation. This paper describes the particle-based fluid simulation based on Smoothed Particle Hydrodynamics which includes interactions between fluids and rigid bodies, its fast implementation, and the manner of rendering a realistic water surface with optical phenomena such as reflection, refraction, and the Fresnel effect. The proposed method enables real-time animation of water with rigid body interaction. Read more...

New entry in the Digiplay Games Research Bibliography:

Komura, T.; Ho, E. S. L.; Lau, R. W. H. (2005)
Computer Animation and Virtual Worlds

Image of booksInteractive generation of reactive motions for virtual humans as they are hit, pushed and pulled are very important to many applications, such as computer games. In this paper, we propose a new method to simulate reactive motions during arbitrary bipedal activities, such as standing, walking or running. It is based on momentum based inverse kinematics and motion blending. When generating the animation, the user first imports the primary motion to which the perturbation is to be applied to. According to the condition of the impact, the system selects a reactive motion from the database of pre-captured stepping and reactive motions. It then blends the selected motion into the primary motion using momentum-based inverse kinematics. Since the reactive motions can be edited in real-time, the criteria for motion search can be much relaxed than previous methods, and therefore, the computational cost for motion search can be reduced. Using our method, it is possible to generate reactive motions by applying external perturbations to the characters at arbitrary moment while they are performing some actions. Read more...

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