Detalhes bibliográficos
Ano de defesa: |
2008 |
Autor(a) principal: |
ALBUQUERQUE, Marco Túlio Caraciolo Ferreira |
Orientador(a): |
MELO, Sílvio de Barros |
Banca de defesa: |
Não Informado pela instituição |
Tipo de documento: |
Dissertação
|
Tipo de acesso: |
Acesso aberto |
Idioma: |
eng |
Instituição de defesa: |
Universidade Federal de Pernambuco
|
Programa de Pós-Graduação: |
Programa de Pos Graduacao em Ciencia da Computacao
|
Departamento: |
Não Informado pela instituição
|
País: |
Brasil
|
Palavras-chave em Português: |
|
Link de acesso: |
https://repositorio.ufpe.br/handle/123456789/29279
|
Resumo: |
Powerful graphics processors on personal computers and game consoles make surface representation a good choice due to their processing capabilities. However, creating surface models still appears to be in the realm of the CAD/CAM and not game development according to Dave Eberly. This work unify both fields, physics and geometry, exploring the interface between geometry and physically based animation by incorporating well established physic models into Bézier surfaces for the simulation of deformable objects. By doing so, we create a simple yet powerful representation of the model, with Bézier Curves and Surfaces, and incorporate some of the most used methods of automated shape changing animation. Our approach makes possible to use real physics simulations in limited platforms, like Desktop Flash and mobile J2ME. At the same time, enables the use of even more complicated scenes on powerful platforms that makes use of dedicated graphics cards like Desktop Personal Computers. |