Enhancing game physics using Gauss map computation

ALBOUL, L., ECHEVERRIA, G. and RODRIGUES, M. A. (2005). Enhancing game physics using Gauss map computation. In: AL-AKAIDI, M. and RHALIBI, A. E., (eds.) Game-on 2005: 6th international conference on intelligent games and simulation. Ghent, European simulation society, 47-51.

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    Abstract

    The present paper presents an algorithm to make fast and simple computations of the surface curvature of polyhedral objects in 3D, using a method called the Polyhedral Gauss Map. The computations are simple and can be done either in advance for static objects that are not modified during the game, or in real time, for dynamically changing entities. The curvature information can be applied for the computations of the physical properties and behaviour of objects in a game, for example, estimating the 'roughness' of terrain or measuring the curvature of a race track in order to find the optimal path or identify objects of different curvature when sliding down a sloped surface.

    Item Type: Book Section
    Additional Information: 6th international conference on intelligent games and simulation held 24-25 November 2005, De Montfort University, Leicester, England
    Research Institute, Centre or Group - Does NOT include content added after October 2018: Materials and Engineering Research Institute > Centre for Automation and Robotics Research > Mobile Machine and Vision Laboratory
    Page Range: 47-51
    Depositing User: Danny Weston
    Date Deposited: 30 Mar 2010 10:41
    Last Modified: 18 Oct 2018 12:25
    URI: http://shura.shu.ac.uk/id/eprint/1340

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