Real-TimeDeformationforComputerGames.docVIP

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Real-TimeDeformationforComputerGames.doc

Real-Time Deformation for Computer Games David Fletcher National Centre for Computer Animation Bournemouth University Abstract DIV ALIGN = justifyThis paper looks at the various methods available for the implementation of real-time deformation for use in computer game environments. We will analyse a number of published methods and we will examine how these methods can be used to produce real-time deformation in future game developments. /DIV1. Introduction DIV ALIGN = justifyTo computer game players, the environment in which they play is all too often no more than an interesting cage. In the real world our environment affects our actions. It would not be wise to sit in a chair made of paper. But in a computer game the distinction between visual properties and physical properties is not so clear-cut. In the past this was due to the processing power needed to calculate mathematical physics. Recently this barrier is being broken with the creation of programs like Math Engine which realistically model physics for games. However one area of the gaming world still lacks representation. In the real world if you fired a missile into a stone wall, large chunks of stone would be ripped off the wall and scattered in the surrounding area leaving a hole. The deformation properties of the real world have not been successfully used in game environments. /DIV1.1 Related Work DIV ALIGN = justifyThere are four main methods for building deformable worlds in games. These are height maps, voxels, polygon Constructive Solid Geometry (CSG) operations and implicit surfaces. In the following sections we will discuss the advantages and disadvantages of each method when used to produce deformations in games. /DIV1.1.2 Voxels DIV ALIGN = justifyA voxel is a point in space drawn as a pixel or small cube. Environments or objects can be defined by voxels. They are especially useful for creating natural or organic objects like landscapes and plants. Through procedural modelling voxels

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