This paper presents a procedural model for ocean breaking waves in real time. Since the growth of digital games, more ocean, coast and beach scenarios have appeared, but these games rarely use breaking waves. The mode...
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This paper presents a model for generating 2D cracks in real-time for application in games and cartoon animations. Cracks are generated based on a method previously used for leaf venation patterns. We describe a proce...
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This paper presents a procedural model for ocean breaking waves in real time. Since the growth of digital games, more ocean, coast and beach scenarios have appeared, but these games rarely use breaking waves. The mode...
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ISBN:
(纸本)9781612843919
This paper presents a procedural model for ocean breaking waves in real time. Since the growth of digital games, more ocean, coast and beach scenarios have appeared, but these games rarely use breaking waves. The model proposed in this paper aims to animate waves with minimal graphic processing unit (GPU) and computer processing unit (CPU) costs. Using a few set of parameters, our procedural model generates an unique ocean-like scenario. This model could be employed in several types of games and applications. Results indicate that our real time breaking waves are visually accepted and have minimal impact on application performance.
This paper presents a model for generating 2D cracks in real-time for application in games and cartoon animations. Cracks are generated based on a method previously used for leaf venation patterns. We describe a proce...
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ISBN:
(纸本)9781612843919
This paper presents a model for generating 2D cracks in real-time for application in games and cartoon animations. Cracks are generated based on a method previously used for leaf venation patterns. We describe a procedural model to generate cracks that can be customized for application in games, generating different visual results depending on interactive parameters. Results were visually evaluated by users and indicate that hypothesis to adopt leaf venation patterns to generate cracks is valid and possible for interactive applications.
Estimating human pose in static images is a challenging task due to the high dimensional state space, presence of image clutter and ambiguities of image observations. In this paper we propose a method to automatically...
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Real-time localization of eyes and eyebrows in video sequences can find several applications in nowadays. However, this task is still a challenge, mainly if we consider images of low quality as those achieved by web c...
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This work describes a methodology for generation of facial ground truth with synthetic faces. Our focus is to provide a way to generate accurate data for the evaluation of computer Vision algorithms, in terms of facia...
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This paper presents a hair generation technique for cartoon and Anime characters. The main goal of this work is to provide a procedural generation technique, robust enough in order to create different types of hairs. ...
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The representation of a real scenario through a 3D virtual environment populated by autonomous agents has several applications, such as games or animation movies. Such representation can be a difficult and complex tas...
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ISBN:
(纸本)9780889868656
The representation of a real scenario through a 3D virtual environment populated by autonomous agents has several applications, such as games or animation movies. Such representation can be a difficult and complex task, since natural scenarios are composed by forms with a lot of details that should be reproduced realistically in the virtual world. Moreover, virtual people should understand and consider the virtual world for navigation similarly to real people. In this paper we describe a model to provide motion of groups of characters based on terrain reasoning in 3D virtual worlds. The model starts with the terrain generation process using height maps in a pseudo-infinite world, followed by the simulation of characters movement generated through an space colonization algorithm. Finally, the visualization of characters motion in the 3D terrain can be produced.
In this paper we present a platform called VhCVE, in which relevant issues related to Collaborative Virtual Environments applications are integrated. The main goal is to provide a framework where participants can inte...
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