International Journal of Computer Games Technology
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Open Access journal
ISSN (Print) 1687-7047 - ISSN (Online) 1687-7055
Published by Hindawi [333 journals]
- Little Botany: A Mobile Game Utilizing Data Integration to Enhance Plant
Abstract: Mobile devices are rapidly becoming the new medium of educational and social life for young people, and hence mobile educational games have become an important mechanism for learning. To help school-aged children learn about the fascinating world of plants, we present a mobile educational game called Little Botany, where players can create their own virtual gardens in any location on earth. One unique feature of Little Botany is that the game is built upon real-world data by leveraging data integration mechanism. The gardens created in Little Botany are augmented with real-world location data and real-time weather data. More specifically, Little Botany is using real-time weather data for the garden location to simulate how the weather affects plants growth. Little Botany players can learn to select what crops to plant, maintain their own garden, watch crops to grow, tend the crops on a daily basis, and harvest them. With this game, users can also learn plant structure and three chemical reactions.
PubDate: Wed, 22 Mar 2017 00:00:00 +000
- Visualization of Tomato Growth Based on Dry Matter Flow
Abstract: The visualization of tomato growth can be used in 3D computer games and virtual gardens. Based on the growth theory involving the respiration theory, the photosynthesis, and dry matter partition, a visual system is developed. The tomato growth visual simulation system is light-and-temperature-dependent and shows plausible visual effects in consideration of the continuous growth, texture map, gravity influence, and collision detection. In addition, the virtual tomato plant information, such as the plant height, leaf area index, fruit weight, and dry matter, can be updated and output in real time.
PubDate: Sun, 19 Mar 2017 09:38:23 +000
- The Interplay between Real Money Trade and Narrative Structure in
Massively Multiplayer Online Role-Playing Games
Abstract: A narrative structure is one of the main components to constitute the genre of Massively Multiplayer Online Role-Playing Games (MMORPGs). Meanwhile Real Money Trade (RMT) enables a player to adjust an ex post level of challenge by skipping the narrative structure of a game. However, RMT may concurrently disturb a player who enjoys game following the narrative structure hierarchically. In pursuance of developing the knowledge about the relationship between RMT and the usage of MMORPG, we investigate the role of the strictness of predetermined narrative structure. We present the dual structure of societies to describe a player that arbitrarily decides to reside in a virtual society. Then we adopt the social nominalism to explain how individual motif of playing a game is expanded to the nature of game. Finally, we argue that a game with weakly predetermined narrative structure is more positively associated with RMT volume, since these games arouse a player’s sentiment of fun by relying more on their socially oriented motivation. With empirical evidence from the Korean MMORPGs market, we proved the hypothesis.
PubDate: Sun, 19 Feb 2017 00:00:00 +000
- Narrow Artificial Intelligence with Machine Learning for Real-Time
Estimation of a Mobile Agent’s Location Using Hidden Markov Models
Abstract: We propose to use a supervised machine learning technique to track the location of a mobile agent in real time. Hidden Markov Models are used to build artificial intelligence that estimates the unknown position of a mobile target moving in a defined environment. This narrow artificial intelligence performs two distinct tasks. First, it provides real-time estimation of the mobile agent’s position using the forward algorithm. Second, it uses the Baum–Welch algorithm as a statistical learning tool to gain knowledge of the mobile target. Finally, an experimental environment is proposed, namely, a video game that we use to test our artificial intelligence. We present statistical and graphical results to illustrate the efficiency of our method.
PubDate: Tue, 14 Feb 2017 00:00:00 +000
- Dynamic Projection Mapping with a Single IR Camera
Abstract: We propose a dynamic projection mapping system with effective machine-learning and high-speed edge-based object tracking using a single IR camera. The machine-learning techniques are used for precise 3D initial posture estimation from 2D IR images, as a detection process. After the detection, we apply an edge-based tracking process for real-time image projection. In this paper, we implement our proposal and actually achieve dynamic projection mapping. In addition, we evaluate the performance of our proposal through the comparison with a Kinect-based tracking system.
PubDate: Sun, 12 Feb 2017 06:55:40 +000
- Engagement in Games: Developing an Instrument to Measure Consumer
Videogame Engagement and Its Validation
Abstract: The aim of the study is to develop a new instrument to measure engagement in videogame play termed as consumer videogame engagement. The study followed the scale development procedure to develop an instrument to measure the construct of consumer videogame engagement. In this study, we collected the data in two different phases comprising study 1 () and study 2 (). We employed SPSS 22.0 for exploratory factor analysis using study 1 respondents to explore the factors for consumer videogame engagement and reliability analysis. Results of EFA resulted with six-factor solution. We further used SmartPLS 3.0 software on study 2 respondents to further confirm the six-factor solution as reflective measurement model on the first-order level, and three second-order formative constructs on the second-order or higher-order level as formative measurement model. Results of the reflective measurement model and formative measurement model evidenced that consumer videogame engagement has strong psychometric properties and is a valid instrument to measure engagement in videogame play. Results also confirmed that consumer videogame engagement is a multidimensional construct as well as a reflective-formative construct. The study is unique in its investigation as it develops an instrument to measure engagement in videogame play which comprises the cognitive, affective, and behavioral dimensions.
PubDate: Tue, 31 Jan 2017 14:01:41 +000
- Model for Educational Game Using Natural User Interface
Abstract: Natural User Interface (NUI) is a new approach that has become increasingly popular in Human-Computer Interaction (HCI). The use of this technology is widely used in almost all sectors, including the field of education. In recent years, there are a lot of educational games using NUI technology in the market such as Kinect game. Kinect is a sensor that can recognize body movements, postures, and voices in three dimensions. It enables users to control and interact with game without the need of using game controller. However, the contents of most existing Kinect games do not follow the standard curriculum in classroom, thus making it do not fully achieve the learning objectives. Hence, this research proposes a design model as a guideline in designing educational game using NUI. A prototype has been developed as one of the objectives in this study. The prototype is based on proposed model to ensure and assess the effectiveness of the model. The outcomes of this study conclude that the proposed model contributed to the design method for the development of the educational game using NUI. Furthermore, evaluation results of the prototype show a good response from participant and in line with the standard curriculum.
PubDate: Wed, 02 Nov 2016 06:30:25 +000
- Nowcasting Mobile Games Ranking Using Web Search Query Data
Abstract: In recent years, the Internet has become embedded into the purchasing decision of consumers. The purpose of this paper is to study whether the Internet behavior of users correlates with their actual behavior in computer games market. Rather than proposing the most accurate model for computer game sales, we aim to investigate to what extent web search query data can be exploited to nowcast (contraction of “now” and “forecasting” referring to techniques used to make short-term forecasts) (predict the present status of) the ranking of mobile games in the world. Google search query data is used for this purpose, since this data can provide a real-time view on the topics of interest. Various statistical techniques are used to show the effectiveness of using web search query data to nowcast mobile games ranking.
PubDate: Thu, 15 Sep 2016 11:37:45 +000
- 30 : 2: A Game Designed to Promote the Cardiopulmonary
Abstract: Cardiopulmonary resuscitation (CPR) is a first-aid key survival technique used to stimulate breathing and keep blood flowing to the heart. Its effective administration can significantly increase the survival chances of cardiac arrest victims. We propose 30 : 2, a videogame designed to introduce the main steps of the CPR protocol. It is not intended for certification and training purpose. Driven by the 2010 European Resuscitation Council guidelines we have designed a game composed of eight mini games corresponding to the main steps of the protocol. The player acts as a helper and has to solve a different challenge. We present a detailed description of the game creation process presenting the requirements, the design decisions, and the implementation details. In addition, we present some first impressions of our testing users (25 children, five of each age from 8 to 12 years old and 12 males and 13 females). We evaluated clarity of instructions and three settings of the game: the aesthetics of scenarios, the playability, and the enjoyability of each mini game. All games were well punctuated, and there are no significantly differences between their sex. The proposed game can be a suitable tool to disseminate and promote CPR knowledge.
PubDate: Wed, 04 May 2016 16:35:39 +000
- RAGE Architecture for Reusable Serious Gaming Technology Components
PubDate: Thu, 17 Mar 2016 14:28:33 +000
- Integrated Solution of a Back Office System for Serious Games Targeted at
Abstract: Serious games targeted at physiotherapy can be a solution to help the physical therapy professionals. However, the entire game management, in its various aspects, is under the professional’s responsibility. One way to reduce the professional management work will be to integrate a Back Office system in the game. Following this trend, the purpose of this paper is to present a modular Back Office system for centralized management of one or more games targeted at physical therapy.
PubDate: Wed, 16 Mar 2016 10:01:45 +000
- KioskAR: An Augmented Reality Game as a New Business Model to Present
Abstract: This paper presents the architecture of KioskAR, which is a pervasive game implemented using augmented reality (AR). This game introduces a new business model that makes it possible for players to present their artworks in virtual kiosks using augmented reality, while they are having fun playing the game. In addition to competition between the players in the game, this game requires social interaction between players to earn more points. A user study is conducted to evaluate the sense of presence and the usability of the application. The results of experiments show that KioskAR can achieve a high level of usability as well as sense of presence.
PubDate: Mon, 14 Mar 2016 13:18:55 +000
- Turn-Based War Chess Model and Its Search Algorithm per Turn
Abstract: War chess gaming has so far received insufficient attention but is a significant component of turn-based strategy games (TBS) and is studied in this paper. First, a common game model is proposed through various existing war chess types. Based on the model, we propose a theory frame involving combinational optimization on the one hand and game tree search on the other hand. We also discuss a key problem, namely, that the number of the branching factors of each turn in the game tree is huge. Then, we propose two algorithms for searching in one turn to solve the problem: () enumeration by order; () enumeration by recursion. The main difference between these two is the permutation method used: the former uses the dictionary sequence method, while the latter uses the recursive permutation method. Finally, we prove that both of these algorithms are optimal, and we analyze the difference between their efficiencies. An important factor is the total time taken for the unit to expand until it achieves its reachable position. The factor, which is the total number of expansions that each unit makes in its reachable position, is set. The conclusion proposed is in terms of this factor: Enumeration by recursion is better than enumeration by order in all situations.
PubDate: Thu, 03 Mar 2016 11:39:45 +000
- A Dynamic Platform for Developing 3D Facial Avatars in a Networked Virtual
Abstract: Avatar facial expression and animation in 3D collaborative virtual environment (CVE) systems are reconstructed through a complex manipulation of muscles, bones, and wrinkles in 3D space. The need for a fast and easy reconstruction approach has emerged in the recent years due to its application in various domains: 3D disaster management, virtual shopping, and military training. In this work we proposed a new script language based on atomic parametric action to easily produce real-time facial animation. To minimize use of the game engine, we introduced script-based component where the user introduces simple short script fragments to feed the engine with a new animation on the fly. During runtime, when an embedded animation is required, an xml file is created and injected into the game engine without stopping or restarting the engine. The resulting animation method preserves the real-time performance because the modification occurs not through the modification of the 3D code that describes the CVE and its objects but rather through modification of the action scenario that rules when an animation happens or might happen in that specific situation.
PubDate: Thu, 25 Feb 2016 12:01:52 +000
- Visualizing Changes in Strategy Use across Attempts via State Diagrams: A
Abstract: Game log data have great potential to provide actionable information about the in-game behavior of players. However, these low-level behavioral data are notoriously difficult to analyze due to the challenges associated with extracting meaning from sparse data stored at such a small grain size. This paper describes a three-step solution that uses cluster analysis to determine which strategies players use to solve levels in the game, sequence mining to identify changes in strategy across multiple attempts at the same level, and state transition diagrams to visualize the strategy sequences identified by the sequence mining. In the educational video game used in this case study, cluster analysis successfully identified 15 different in-game strategies. The sequence mining found an average of 40 different sequences of strategy use per level, which the state transition diagrams successfully displayed in an interpretable way.
PubDate: Thu, 28 Jan 2016 13:22:12 +000
- How Color Properties Can Be Used to Elicit Emotions in Video Games
Abstract: Classifying the many types of video games is difficult, as their genres and supports are different, but they all have in common that they seek the commitment of the player through exciting emotions and challenges. Since the income of the video game industry exceeds that of the film industry, the field of inducting emotions through video games and virtual environments is attracting more attention. Our theory, widely supported by substantial literature, is that the chromatic stimuli intensity, brightness, and saturation of a video game environment produce an emotional effect on players. We have observed a correlation between the RGB additives color spaces, HSV, HSL, and HSI components of video game images, presented to participants, and the emotional statements expressed in terms of arousal and valence, recovered in a subjective semantic questionnaire. Our results show a significant correlation between luminance, saturation, lightness, and the emotions of joy, sadness, fear, and serenity experienced by participants viewing 24 video game images. We also show strong correlations between the colorimetric diversity, saliency volume, and stimuli conspicuity and the emotions expressed by the players. These results allow us to propose video game environment development methods in the form of a circumplex model. It is aimed at game designers for developing emotional color scripting.
PubDate: Sun, 10 Jan 2016 08:21:01 +000
- Enhancing Video Games Policy Based on Least-Squares Continuous Action
Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games
and the 8 Queens Board Game
Abstract: With the rapid advent of video games recently and the increasing numbers of players and gamers, only a tough game with high policy, actions, and tactics survives. How the game responds to opponent actions is the key issue of popular games. Many algorithms were proposed to solve this problem such as Least-Squares Policy Iteration (LSPI) and State-Action-Reward-State-Action (SARSA) but they mainly depend on discrete actions, while agents in such a setting have to learn from the consequences of their continuous actions, in order to maximize the total reward over time. So in this paper we proposed a new algorithm based on LSPI called Least-Squares Continuous Action Policy Iteration (LSCAPI). The LSCAPI was implemented and tested on three different games: one board game, the 8 Queens, and two real-time strategy (RTS) games, StarCraft Brood War and Glest. The LSCAPI evaluation proved superiority over LSPI in time, policy learning ability, and effectiveness.
PubDate: Sun, 03 Jan 2016 09:50:28 +000
- Development of a Car Racing Simulator Game Using Artificial Intelligence
Abstract: This paper presents a car racing simulator game called Racer, in which the human player races a car against three game-controlled cars in a three-dimensional environment. The objective of the game is not to defeat the human player, but to provide the player with a challenging and enjoyable experience. To ensure that this objective can be accomplished, the game incorporates artificial intelligence (AI) techniques, which enable the cars to be controlled in a manner that mimics natural driving. The paper provides a brief history of AI techniques in games, presents the use of AI techniques in contemporary video games, and discusses the AI techniques that were implemented in the development of Racer. A comparison of the AI techniques implemented in the Unity platform with traditional AI search techniques is also included in the discussion.
PubDate: Mon, 16 Nov 2015 12:27:47 +000
- Game Factors and Game-Based Learning Design Model
Abstract: How to design useful digital game-based learning is a topic worthy of discussion. Past research focused on specific game genres design, but it is difficult to use when the target game genre differs from the default genres used in the research. This study presents macrodesign concepts that elucidates 11 crucial game-design factors, including game goals, game mechanism, game fantasy, game value, interaction, freedom, narrative, sensation, challenges, sociality, and mystery. We clearly define each factor and analyze the relationships among the 11 factors to construct a game-based learning design model. Two application examples are analyzed to verify the usability of the model and the performance of these factors. It can assist educational game designers in developing interesting games.
PubDate: Tue, 04 Aug 2015 12:44:07 +000
- Procedural Content Graphs for Urban Modeling
Abstract: Massive procedural content creation, for example, for virtual urban environments, is a difficult, yet important challenge. While shape grammars are a popular example of effectiveness in architectural modeling, they have clear limitations regarding readability, manageability, and expressive power when addressing a variety of complex structural designs. Moreover, shape grammars aim at geometry specification and do not facilitate integration with other types of content, such as textures or light sources, which could rather accompany the generation process. We present procedural content graphs, a graph-based solution for procedural generation that addresses all these issues in a visual, flexible, and more expressive manner. Besides integrating handling of diverse types of content, this approach introduces collective entity manipulation as lists, seamlessly providing features such as advanced filtering, grouping, merging, ordering, and aggregation, essentially unavailable in shape grammars. Hereby, separated entities can be easily merged or just analyzed together in order to perform a variety of context-based decisions and operations. The advantages of this approach are illustrated via examples of tasks that are either very cumbersome or simply impossible to express with previous grammar approaches.
PubDate: Wed, 17 Jun 2015 10:02:27 +000
- Schoolcube: Gamification for Learning Management System through Microsoft
Abstract: A Learning Management System (LMS) is a system which acts as an integrated platform for the management of the learning process used to facilitate the process of communication between students and instructors. Although LMS is considered an important element in learning, most students do not utilise the system to its fullest extent, finding it more convenient if the activities carried out on the system are done outside the system. These factors have contributed to the issues as to why LMSs are not being used effectively and efficiently. With the accelerating pace of information technology, educational institutions should attempt to revolutionise their teaching techniques. Furthermore, combining gaming concepts can potentially increase the LMS’s usability level helping to foster healthy competition among students and increase their interest in their daily learning. With regard to this objective, a prototype was developed as a proof of concept. The prototype is a web-based software and can be accessed via the Internet at all times. The teacher monitors the students’ performance through the analysis of test results or tutorials conducted by the system. In conclusion, this study will present the modules that have been built into the system that could improve the overall process of education.
PubDate: Wed, 03 Jun 2015 05:58:59 +000
- Organizational Gameplay: The Player as Designer of Character Organizations
Abstract: Looking at the ways in which players interact with computer games (the gameplays), we perceive predominance of character-centered and/or microcontrolled modes of interaction. Despite being well established, these gameplays tend to structure the games in terms of challenges to be fulfilled on an individual basis, or by thinking collectively but having to microcontrol several characters at the same time. From this observation, the paper presents a complementary gameplay in which the player is urged to face collective challenges by designing character organizations. The basic idea is to make the player structure and control group of characters by defining organizational specifications (i.e., definitions of roles, collective strategies, and social norms). During the game, commanded by the player, artificial agents are then instantiated to play the roles and to follow the strategies and norms as defined in the organizational specification. To turn the idea into practice, the paper proposes an abstract architecture comprising three components or layers. This architecture is materialized in a proof of concept prototype that combines the Minecraft game server, JADE agent platform, and MOISE+ organizational model. Variations and possibilities are discussed and the proposal is compared to related work in the literature.
PubDate: Mon, 11 May 2015 07:26:17 +000
- Quality Measures for Improving Technology Trees
Abstract: The quality of technology trees in digital games can be improved by adjusting their structural and quantitative properties. Therefore, there is a demand for recognizing and measuring such properties. Part of the process can be automated; there are properties measurable by computers, and analyses based on the results (and visualizations of them) may help to produce significantly better technology trees, even practically without extra workload for humans. In this paper, we introduce useful technology tree properties and novel measuring features implemented into our software tool for manipulating technology trees.
PubDate: Tue, 28 Apr 2015 09:21:00 +000
- A Comprehensive Study on Pathfinding Techniques for Robotics and Video
Abstract: This survey provides an overview of popular pathfinding algorithms and techniques based on graph generation problems. We focus on recent developments and improvements in existing techniques and examine their impact on robotics and the video games industry. We have categorized pathfinding algorithms based on a 2D/3D environment search. The aim of this paper is to provide researchers with a thorough background on the progress made in the last 10 years in this field, summarize the principal techniques, and describe their results. We also give our expectations for future trends in this field and discuss the possibility of using pathfinding techniques in more extensive areas.
PubDate: Thu, 02 Apr 2015 06:52:26 +000
- Artificial Intelligence in Video Games: Towards a Unified Framework
Abstract: With modern video games frequently featuring sophisticatedand realistic environments, the needfor smart and comprehensive agents that understandthe various aspects of complex environmentsis pressing. Since video game AI is oftenspecifically designed for each game, video game AItools currently focus on allowing video game developersto quickly and efficiently create specificAI. One issue with this approach is that it does notefficiently exploit the numerous similarities thatexist between video games not only of the samegenre, but of different genres too, resulting in adifficulty to handle the many aspects of a complexenvironment independently for each video game. Inspired by the human ability to detect analogiesbetween games and apply similar behavior on aconceptual level, this paper suggests an approachbased on the use of a unified conceptual frameworkto enable the development of conceptual AIwhich relies on conceptual views and actions todefine basic yet reasonable and robust behavior. The approach is illustrated using two video games,Raven and StarCraft: Brood War.
PubDate: Thu, 12 Mar 2015 10:00:52 +000
- Real-Time Human Motion Capture Driven by a Wireless Sensor Network
Abstract: The motion of a real object model is reconstructed through measurements of the position, direction, and angle of moving objects in 3D space in a process called “motion capture.” With the development of inertial sensing technology, motion capture systems that are based on inertial sensing have become a research hot spot. However, the solution of motion attitude remains a challenge that restricts the rapid development of motion capture systems. In this study, a human motion capture system based on inertial sensors is developed, and the real-time movement of a human model controlled by real people’s movement is achieved. According to the features of the system of human motion capture and reappearance, a hierarchical modeling approach based on a 3D human body model is proposed. The method collects articular movement data on the basis of rigid body dynamics through a miniature sensor network, controls the human skeleton model, and reproduces human posture according to the features of human articular movement. Finally, the feasibility of the system is validated by testing of system properties via capture of continuous dynamic movement. Experiment results show that the scheme utilizes a real-time sensor network-driven human skeleton model to achieve the accurate reproduction of human motion state. The system also has good application value.
PubDate: Wed, 18 Feb 2015 11:38:57 +000
- Mining Experiential Patterns from Game-Logs of Board Game
Abstract: In board games, game-logs record past game processes, which can be regarded as an accumulation of experience. Similar to a real person, a computer player can gradually increase its skill by learning from game-logs. Therefore, the game becomes more interesting. This paper proposes an extensible approach to mine experiential patterns from increasing game-logs. The computer player improves its strategies by utilizing these growing patterns, just as it acquires experience. To evaluate the effect and performance of the approach, we designed a sample board game as a test platform and elaborated an experiment consisting of a series of tests. Experimental results show that our approach is effective and efficient.
PubDate: Thu, 22 Jan 2015 10:06:10 +000
- Real-Time Incompressible Fluid Simulation on the GPU
Abstract: We present a parallel framework for simulating incompressible fluids with predictive-corrective incompressible smoothed particle hydrodynamics (PCISPH) on the GPU in real time. To this end, we propose an efficient GPU streaming pipeline to map the entire computational task onto the GPU, fully exploiting the massive computational power of state-of-the-art GPUs. In PCISPH-based simulations, neighbor search is the major performance obstacle because this process is performed several times at each time step. To eliminate this bottleneck, an efficient parallel sorting method for this time-consuming step is introduced. Moreover, we discuss several optimization techniques including using fast on-chip shared memory to avoid global memory bandwidth limitations and thus further improve performance on modern GPU hardware. With our framework, the realism of real-time fluid simulation is significantly improved since our method enforces incompressibility constraint which is typically ignored due to efficiency reason in previous GPU-based SPH methods. The performance results illustrate that our approach can efficiently simulate realistic incompressible fluid in real time and results in a speed-up factor of up to 23 on a high-end NVIDIA GPU in comparison to single-threaded CPU-based implementation.
PubDate: Sun, 18 Jan 2015 14:28:22 +000
- Investigating Variations in Gameplay: Cognitive Implications
Abstract: There is increasing interest in creating computer games for learning, problem solving, and other high-level cognitive activities. When investigating whether gameplay is conducive to such activities, gameplay is often studied as a whole. As a result, cognitive implications can be linked to the game but not to its structural elements. Given that gameplay arises from interaction between the player and the game, it is the structural components of interaction that should be investigated to better understand the design of gameplay. Furthermore, minor variations in the components of interaction can have significant cognitive implications. However, such variation has not been studied yet. Thus, to gain a better understanding of how we can study the effect of interaction on the cognitive aspect of gameplay, we conducted an exploratory investigation of two computer games. These games were isomorphic at a deep level and only had one minor difference in the structure of their interaction. Volunteers played these games and discussed the cognitive processes that emerged. In one game, they primarily engaged in planning, but in the other game they primarily engaged in visualizing. This paper discusses the results of our investigation as well as its implications for the design of computer games.
PubDate: Thu, 15 Jan 2015 13:51:13 +000
- Rigid Body Interaction for Large-Scale Real-Time Water Simulation
Abstract: Simulating large amounts of water in real time is often achieved using heightfield methods. Allowing the water to interact with rigid bodies is essential for applications such as games, but traditional heightfield interaction methods concentrate on water-to-body effects by letting water flow through the bodies. We instead take an approach where the bodies block water. Our earlier method is improved in several ways, taking steps toward a single method to create both water-to-body and body-to-water effects. The new method is also visually compared to a traditional method by Thürey et al. A drawback of our method is that it has some grid aliasing artifacts that appear especially when the method is used for floating bodies. However, our method is demonstrated to work together with the Thürey method, which allows us to get the best of both worlds to simulate both floating and blocking bodies in a single scene. The method runs in real time for large areas of water even with a very limited GPU budget.
PubDate: Sun, 14 Dec 2014 00:10:14 +000