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. [Book Section]

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.
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