أعرض تسجيلة المادة بشكل مبسط

dc.contributor Bailey, Mike
dc.contributor Zhang, Eugene
dc.date 2006-07-07T15:14:22Z
dc.date 2006-07-07T15:14:22Z
dc.date 2006-07-07T15:14:22Z
dc.date.accessioned 2013-10-16T07:38:32Z
dc.date.available 2013-10-16T07:38:32Z
dc.date.issued 2013-10-16
dc.identifier http://hdl.handle.net/1957/2325
dc.identifier.uri http://koha.mediu.edu.my:8181/xmlui/handle/1957/2325
dc.description The high cost of manually producing background characters creates a demand for a way to automatically generate plausible behaviors. These background extras need to behave in a manner that is believable such that they do not distract the focus of the audience from the primary action occurring in the scene. Vehicles constrained to a road are the extras that are addressed in this project. Craig Reynolds s work on automated bird flocking was a large inspiration for the general algorithms used in this project. The order of priorities in determining how to react to those objects around it are extremely similar between birds and drivers, the number one priority being not to run into anything. All of the rest of the preferences for specific types of behaviors have weights, each car containing unique preferences. With the proper distribution of personality traits, the resulting simulation produces believable traffic. This distribution has proven to be quite interesting. The most believable traffic results from a generally aggressive, impatient set of drivers.
dc.language en_US
dc.subject Traffic automation
dc.subject Video games
dc.title Believable automotive flocking model
dc.type Thesis


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أعرض تسجيلة المادة بشكل مبسط