Animation and graphical model for crowd simulation

Video game industry is an actively advancing industry in terms of advancement in hardware and graphical software. One of the most important feature in modern videogame is the graphical interface, whether it is the commands or the game word, is it the things that the player see with their own eyes. A...

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Main Author: Khadafi, Muhammad.
Other Authors: Zhou Suiping
Format: Final Year Project
Language:English
Published: 2010
Subjects:
Online Access:http://hdl.handle.net/10356/39846
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-398462023-03-03T20:48:44Z Animation and graphical model for crowd simulation Khadafi, Muhammad. Zhou Suiping School of Computer Engineering Parallel and Distributed Computing Centre DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics DRNTU::Engineering::Computer science and engineering::Computer applications::Social and behavioral sciences Video game industry is an actively advancing industry in terms of advancement in hardware and graphical software. One of the most important feature in modern videogame is the graphical interface, whether it is the commands or the game word, is it the things that the player see with their own eyes. A computer game that requires a persistent game world with a lot of players (active / non-active) such as the Massively Multiplayer Online, or an adventure game consists of crowds of multiple objects and characters or avatars, therefore requires an effective way to create and manage the crowds’ diversity while keeping the game load at a minimum and for the best overall performance. This project aims to cover some computer vision and graphics techniques to enable the creation of a diverse world of a computer game, by using 3D graphical model tools to crate 3D models and animation, an Image manipulation program to employ texture retouching and editing and 3D game engine to integrate the multiple elements of the models and animations into a persistent game world. This project consists of two parts; the first is to assist the project officer of the game to produce additional models and animation diversity for the game world, while the second focuses on original research on how to improve the effectiveness of creating diversity in the crowds, which includes an faster, easier and more cost-effective way to diversify a human model’s textures and calculating the most optimal level-of-detail for crowds of high density. The project concludes with satisfying results for the original research and resulted on possible improvement for the project’s modeling techniques. Bachelor of Engineering (Computer Science) 2010-06-07T03:48:20Z 2010-06-07T03:48:20Z 2010 2010 Final Year Project (FYP) http://hdl.handle.net/10356/39846 en Nanyang Technological University 83 p. application/pdf
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics
DRNTU::Engineering::Computer science and engineering::Computer applications::Social and behavioral sciences
spellingShingle DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics
DRNTU::Engineering::Computer science and engineering::Computer applications::Social and behavioral sciences
Khadafi, Muhammad.
Animation and graphical model for crowd simulation
description Video game industry is an actively advancing industry in terms of advancement in hardware and graphical software. One of the most important feature in modern videogame is the graphical interface, whether it is the commands or the game word, is it the things that the player see with their own eyes. A computer game that requires a persistent game world with a lot of players (active / non-active) such as the Massively Multiplayer Online, or an adventure game consists of crowds of multiple objects and characters or avatars, therefore requires an effective way to create and manage the crowds’ diversity while keeping the game load at a minimum and for the best overall performance. This project aims to cover some computer vision and graphics techniques to enable the creation of a diverse world of a computer game, by using 3D graphical model tools to crate 3D models and animation, an Image manipulation program to employ texture retouching and editing and 3D game engine to integrate the multiple elements of the models and animations into a persistent game world. This project consists of two parts; the first is to assist the project officer of the game to produce additional models and animation diversity for the game world, while the second focuses on original research on how to improve the effectiveness of creating diversity in the crowds, which includes an faster, easier and more cost-effective way to diversify a human model’s textures and calculating the most optimal level-of-detail for crowds of high density. The project concludes with satisfying results for the original research and resulted on possible improvement for the project’s modeling techniques.
author2 Zhou Suiping
author_facet Zhou Suiping
Khadafi, Muhammad.
format Final Year Project
author Khadafi, Muhammad.
author_sort Khadafi, Muhammad.
title Animation and graphical model for crowd simulation
title_short Animation and graphical model for crowd simulation
title_full Animation and graphical model for crowd simulation
title_fullStr Animation and graphical model for crowd simulation
title_full_unstemmed Animation and graphical model for crowd simulation
title_sort animation and graphical model for crowd simulation
publishDate 2010
url http://hdl.handle.net/10356/39846
_version_ 1759854960760061952