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A New Programming Environment for Dynamics-based Animation

Paulo A. PagliosaLeonardo L. Oliveira

This paper presents a new animation system initially designed for visualization of dynamics simulations in science and engineering applications. A hybrid lan-guage is used to describe the scene objects to be ani-mated and the scripts and actions that modify the state of the objects over time. The system is made up of components responsible to compile and execute an animation, and render and exhibit the resulting frames. Currently, the animation system is being extended to support dynamic simulations of rigid and elastic bodies in interactive, real-time applications, including games. For rigid body simulations, AGEIA PhysX engine is used as a component. The paper presents the function-ality of the main components of the original system architecture, introduces the main features of the ani-mation language and describes how an animation is specified and then executed by the system.

http://www.lbd.dcc.ufmg.br/colecoes/sbgames/2006/002.pdf

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