Show/Hide Menu
Hide/Show Apps
Logout
Türkçe
Türkçe
Search
Search
Login
Login
OpenMETU
OpenMETU
About
About
Open Science Policy
Open Science Policy
Open Access Guideline
Open Access Guideline
Postgraduate Thesis Guideline
Postgraduate Thesis Guideline
Communities & Collections
Communities & Collections
Help
Help
Frequently Asked Questions
Frequently Asked Questions
Guides
Guides
Thesis submission
Thesis submission
MS without thesis term project submission
MS without thesis term project submission
Publication submission with DOI
Publication submission with DOI
Publication submission
Publication submission
Supporting Information
Supporting Information
General Information
General Information
Copyright, Embargo and License
Copyright, Embargo and License
Contact us
Contact us
Generalised audio synthesis algorithm for simulating firearm and subsonic/supersonic projectiles
Download
index.pdf
Date
2015
Author
Saka, Teksin
Metadata
Show full item record
Item Usage Stats
167
views
73
downloads
Cite This
One of the single largest challenges in today’s game production is the simulation and rendering of realistic hair in real time. In most games, hair and fur are usually covered or simplified with textured meshes. TressFX real-time GPU hair framework, which is used in Tomb Raider (2013) game, includes realistic hair by utilizing parallel nature of GPUs. This framework, however, lacks one of the most distinctive properties of hair: Inter-hair interaction. Even though calculating this interaction in real-time is an expensive task, equalizing hair velocities gives the illusion of hair collision, thus, creating better visuals, at the expense of some performance loss in a cheaper way. In this study, an efficient way to address hair-hair collisions is implemented using uniform girds to improve realism of TressFX framework. Moreover, a user study is conducted to quantitatively measure the quality improvement. The results demonstrate that there is a significant difference in users’ perception of simulation quality in support of the proposed method, while performance characteristics of simulation are not effected.
Subject Keywords
Computer games.
,
Electronic games.
,
Video games.
URI
http://etd.lib.metu.edu.tr/upload/12619568/index.pdf
https://hdl.handle.net/11511/25299
Collections
Graduate School of Informatics, Thesis
Suggestions
OpenMETU
Core
Improvement and analysis of TressFX real-time hair simulation framework
Uğurca, Deniz; İşler, Veysi; Department of Game Technologies (2015)
One of the single largest challenges in today’s game production is the simulation and rendering of realistic hair in real time. In most games, hair and fur are usually covered or simplified with textured meshes. TressFX real-time GPU hair framework, which is used in Tomb Raider (2013) game, includes realistic hair by utilizing parallel nature of GPUs. This framework, however, lacks one of the most distinctive properties of hair: Inter-hair interaction. Even though calculating this interaction in real-time i...
A Novel broad-phase continuous-time collision detection algorithm
Kaya, Tarık; Hacıhabiboğlu, Hüseyin; Department of Game Technologies (2016)
Today’s game development tools rely on realistic physics simulation more than ever. Physics simulation is a highly sophisticated subject, which can be approached from various angles, because of the impossibility of exact simulation. The impossibility of exact simulation for real world physics comes from the requirements of infinite precision, resolution and therefore infinite computational power. Hence the main aim of game physics simulations is making the game-world seem as physically realistic as feasible...
Schedulability analysis of real-time multiframe cosimulations on multicore platforms
Ahsan, Muhammad Uzair; Oğuztüzün, Mehmet Halit S. (The Scientific and Technological Research Council of Turkey, 2019-01-01)
For real-time simulations, the fidelity of simulation depends not only on the functional accuracy of simulation but also on its timeliness. It is helpful for simulation designers if they can analyze and verify that a simulation will always meet its timing requirements without unnecessarily sacrificing functional accuracy. Abstracting the simulated processes simply as software tasks allows us to transform the problem of verifying timeliness into a schedulability analysis problem where tasks are checked as to...
Extended scattering delay networks incorporating arbitrarily shaped rooms and edge diffraction
Pekçetin, Serkan; Hacıhabiboğlu, Hüseyin; Department of Modeling and Simulation (2016)
In order to achieve immersion in computer games, room acoustics models are often employed. Due to highly computational cost involved in full-scale room simulation, artificial reverberators are commonly used. Scattering Delay Network is such a reverberator that can run at interactive rates. The reverberator relies on geometrical acoustics to render first-order reflections correctly while it offers a convincing approximation in higher order reflections. The original model was exclusively proposed for shoebox ...
Improving the sight efficiency of visually impaired people with games that can be played with motion capture systems
Konya, Oğuz; Çağıltay, Kürşat; Department of Game Technologies (2014)
This thesis researches whether the life skills and eye-body coordination of the visually impaired children can be improved through the use of video games which use motion capture system as input. It also researches what kind of video games can be developed and how they can be used in order to provide benefit to visually impaired children. This study was conducted as a mix of qualitative and quantitative studies. It was carried out in six phases. In the first phase, the psychomotor development areas of the v...
Citation Formats
IEEE
ACM
APA
CHICAGO
MLA
BibTeX
T. Saka, “Generalised audio synthesis algorithm for simulating firearm and subsonic/supersonic projectiles,” M.S. - Master of Science, Middle East Technical University, 2015.