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1
Content available remote Affective pathfinding in video games
EN
To allow player submerge in created environment of a video game, agents called Non-Player Characters (NPCs) should act believably. One of the most vital aspect, in case of NPCs is pathfinding. There are a few methods that allow change path finding algorithms to become more human-like. Yet, those are not considering many vital aspects of human decisions regarding path choosing. The main purpose of this paper is to present known approaches and show example of a new approach that wider considers psychological aspects of decision making in case of choosing a path.
2
Content available remote A memory model for emotional decision-making agent in a game
EN
Virtual characters are an important part of many modern computer games. This paper describes a graph-based memory system designed for artificial agents that also simulate simple emotions. The system was tested using virtual simulation environment and it showed many new and desirable AI behaviours. These behaviours include simple preferences, reactions based on bot’s opinion of a stimuli or improvement of bot’s ability to find objects to interact with.
3
Content available Stereoscopic image visual perception
EN
Stereoscopic films and interactive presentations are extensively popularized whereas their perceived quality still dissatisfies viewers. The reasons are shared between hardware inconsistencies and stereo image producers unawareness concerning factors influencing depth perception quality. This paper reviews aspects influencing 3D image perception visual comfort, presents visual comfort estimation methods and suggests how to measure image perception quality. It also comprises results of researches conducted on dedicated CinemaVision Movie Diagnostics work stand.
EN
In this paper there are methods for water rendering and animation with the help of shaders described. Physical-based, visual features of water are analysed and their representation as shader-based material is presented. The material is an extension of the Phong lighting model. It is extended by transparency, environment reflection and local normal vector modification. Furthermore the method and GPU-based implementation of animation of water spreading on flat surfaces is shown. Thanks to processing on the Graphics Processing Units all presented methods work in interactive, on-line mode (above 60 fps).
EN
Stereovision is a passive technique for estimation of depth in 3D scenes. Unfortunately, depth estimation in this imaging technique is computationally demanding. We show that stereovision matching algorithms can be efficiently mapped onto the present-day graphics processing units (GPUs). A number of modifications to the original image disparity estimation algorithm have been proposed that make running its computation on GPU platforms particularly efficient. A complete depth estimation system was implemented in GPU, covering correction of camera distortions, image rectification and disparity estimation. To obtain modularity of developed software, the DirectShow multimedia technology was used. Examples, computed depth maps are shown, and time performances of the proposed algorithms are outlined. The developed system has proved the usefulness of both GPU implementation and the DirectShow technology in scene depth estimation.
6
Content available remote Real-time ice visualisation on the GPU
EN
Today the most interactive graphics applications tend to render plausible realism using clever ideas of mapping subproblems of global illumination to Graphics Processing Units (GPU) or/and storing precomputed solutions in an appropriate manner. In this paper an empirical model of an ice-like material as an example of a multi-feature material is provided. Thanks to shaders whole presented rendering methods allow to work in interactive, on-line mode. A few datasets was used to check the performance of the rendering.
EN
This paper discusses some aspects of the physics approach to simulation of the melting phenomena: energy distribution in a volumetric model, substance vaporization and their relation to geometric properties of a model. A new simulation method for melting objects is presented. The method consists in mesh deformations which allow simulation of melting phenomena with preservation of visual effects similar to those achieved in the volumetric approach. Moreover, a few examples of melted models are included to show visual effects achievable with the help of the method. Meshes used with the method should be simply connected sets. This means there are no holes in them, and that they constitute a single object through the whole simulation process. Furthermore, a new method for determining whether a point is situated inside a given polygon is shown.
8
Content available remote 3D stereo rendering to support high quality stereoscopy
EN
The paper deals with generation of pairs of 3D scene images to simulate stereoscopic viewing and presents a generation method by means of which a correct spatial image for default settings can be obtained. The default settings employed by the method are intuitive for both the software developer and the end-user, while the number of the settings is reduced to the necessary minimum. Moreover, the method makes use of the solutions to be found in standard graphic libraries. All these make the method easy to implement as well as readily usable for conversion of the already existing applications to support stereoscopy.
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