Endre søk
RefereraExporteraLink to record
Permanent link

Direct link
Referera
Referensformat
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annet format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annet språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf
Performance of Physics-Driven Procedural Animation of Character Locomotion: For Bipedal and Quadrupedal Gait
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för kreativa teknologier.
2015 (engelsk)Independent thesis Advanced level (degree of Master (Two Years))Oppgave
Abstract [en]

Context. Animation of character locomotion is an important part of computer animation and games. It is a vital aspect in achieving believable behaviour and articulation for virtual characters. For games there is also often a need for supporting real-time reactive behaviour in an animation as a response to direct or indirect user interaction, which have given rise to procedural solutions to generate animation of locomotion. Objectives. In this thesis the performance aspects for procedurally generating animation of locomotion within real-time constraints is evaluated, for bipeds and quadrupeds, and for simulations of several characters. A general pose-driven feedback algorithm for physics-driven character locomotion is implemented for this purpose. Methods. The execution time of the locomotion algorithm is evaluated using an automated experiment process, in which real-time gait simulations of incrementing character population count are instantiated and measured, for the bipedal and quadrupedal gaits. The simulations are measured for both serial and parallel executions of the locomotion algorithm. Results. Simulations of up to and including 100 characters are performance measured providing an overview of the slowdown rate when increasing the character count in the simulations, as well as the performance relations between bipeds and quadrupeds. Conclusions. The experiment concludes that the evaluated algorithm on its own exhibits a relatively small performance impact that scales almost linearly for the evaluated population sizes. Due to the relatively low performance impacts it is thus also concluded that for future experiments a broader measurement of the locomotion algorithm that includes and compares different physics solvers is of interest.

sted, utgiver, år, opplag, sider
2015. , 58 s.
Emneord [en]
Procedural animation, Interactive games, Multithreading, Software performance
Emneord [sv]
Civilingenjör i spel- och programvaruteknik/Master of Science in Game and Software Engineering Programkod är PAACI.
HSV kategori
Identifikatorer
URN: urn:nbn:se:bth-1832Lokal ID: oai:bth.se:arkivex039900D772B491F7C1257E0A0035FC31OAI: oai:DiVA.org:bth-1832DiVA: diva2:829083
Utdanningsprogram
PAACI Master of Science in Game and Software Engineering
Uppsök
Technology
Veileder
Tilgjengelig fra: 2015-05-05 Laget: 2015-03-16 Sist oppdatert: 2016-02-22bibliografisk kontrollert

Open Access i DiVA

fulltekst(4385 kB)521 nedlastinger
Filinformasjon
Fil FULLTEXT01.pdfFilstørrelse 4385 kBChecksum SHA-512
3e29c293d917a0794944aa81e700b0f32fc1de8777aa9d9fcfe5ef96f8a004f9fb53e6689acbde036231d59b8dd264e00fa728460f096a8927308dcc142388a1
Type fulltextMimetype application/pdf

Av organisasjonen

Søk utenfor DiVA

GoogleGoogle Scholar
Totalt: 521 nedlastinger
Antall nedlastinger er summen av alle nedlastinger av alle fulltekster. Det kan for eksempel være tidligere versjoner som er ikke lenger tilgjengelige

Totalt: 912 treff
RefereraExporteraLink to record
Permanent link

Direct link
Referera
Referensformat
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annet format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annet språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf