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 > Modelling Research Centre > Microsystems and Machine Vision Laboratory
Page Range: 47-51
Depositing User: Danny Weston
Date Deposited: 30 Mar 2010 10:41
Last Modified: 18 Mar 2021 09:00
URI: https://shura.shu.ac.uk/id/eprint/1340

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