Automatic addition of physics components to procedural content

R. Baxter, Zacharia Crumley, Rudolph Neeser, J. Gain
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引用次数: 6

Abstract

While the field of procedural content generation is growing, there has been somewhat less work on developing procedural methods to animate these models. We present a technique for generating procedural models of trees and buildings via formal grammars (L-Systems and wall grammars) that are ready to be animated using physical simulation. The grammars and their interpretations are augmented to provide direct control over the physical animation, by, for example, specifying object mass and the joint stiffness. Example animations produced by our system include trees swaying in a gentle wind or being rocked by a gale, and buildings collapsing, imploding or exploding. In user testing, we had test subjects (n = 20) compare our animations with video of trees and buildings undergoing similar effects, as well as with animations in games that they have played. Results show that our animations appear physically accurate with a few minor instances of unrealistic behaviour. Users considered the animations to be more realistic than those used in current video games.
自动添加物理组件到程序内容
虽然程序内容生成领域正在发展,但开发程序方法来动画化这些模型的工作却很少。我们提出了一种通过形式语法(l -系统和墙语法)生成树木和建筑物的程序模型的技术,这些模型准备使用物理模拟进行动画。语法和它们的解释被增强以提供对物理动画的直接控制,例如,通过指定对象质量和关节刚度。我们的系统产生的例子动画包括树木在微风中摇摆或被大风摇动,建筑物倒塌,内爆或爆炸。在用户测试中,我们让测试对象(n = 20)将我们的动画与经历类似效果的树木和建筑物的视频,以及他们玩过的游戏中的动画进行比较。结果表明,我们的动画在物理上是准确的,只有少数不现实的行为。用户认为这些动画比当前电子游戏中使用的动画更逼真。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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