Fast vehicle crash modelling for games

Authors: Chang, J., Zhang, J.J. and Zia, R.

Journal: Proceedings of the 2009 Conference in Games and Virtual Worlds for Serious Applications, VS-GAMES 2009

Pages: 141-147

DOI: 10.1109/VS-GAMES.2009.14

Abstract:

In this paper, we present a prototype of a deformation engine to efficiently model and render the damaged structure of vehicles in crash scenarios. We have introduced a novel system architecture to accelerate the computation, which is traditionally an extremely expensive task. Non-linear deformations are solved based on the principle of energy conservation. Large plastic deformations resulting from collisions are modelled as a weighted combination of deformation examples of beams which can be produced using classical mechanics. © 2009 IEEE.

https://eprints.bournemouth.ac.uk/9758/

Source: Scopus

Fast Vehicle Crash Modelling for Games

Authors: Chang, J., Zhang, J.J. and Zia, R.

Journal: PROCEEDINGS OF THE IEEE VIRTUAL WORLDS FOR SERIOUS APPLICATIONS

Pages: 141-147

ISBN: 978-0-7695-3588-3

DOI: 10.1109/VS-GAMES.2009.14

https://eprints.bournemouth.ac.uk/9758/

Source: Web of Science (Lite)

Fast Vehicle Crash Modelling for Games

Authors: Chang, J., Zhang, J.J. and Rehan, Z.

Conference: IEEE First International Conference Games and Virtual Worlds for Serious Applications

Dates: 23-24 March 2009

Pages: 141-147

Publisher: IEEE Computer Society

ISBN: 978-0-7695-3588-3

DOI: 10.1109/VS-GAMES.2009.14

Abstract:

In this paper, we present a prototype of a deformation engine to efficiently model and render the damaged structure of vehicles in crash scenarios. We have introduced a novel system architecture to accelerate the computation, which is traditionally an extremely expensive task. Non-linear deformations are solved based on the principle of energy conservation. Large plastic deformations resulting from collisions are modelled as a weighted combination of deformation examples of beams which can be produced using classical mechanics.

https://eprints.bournemouth.ac.uk/9758/

Source: Manual

Preferred by: Jian Chang, Jian Jun Zhang and Rehan Zia

Fast Vehicle Crash Modelling for Games.

Authors: Chang, J., Zhang, J.J. and Zia, R.

Editors: Rebolledo-Mendez, G., Liarokapis, F. and Freitas, S.D.

Journal: VS-GAMES

Pages: 141-147

Publisher: IEEE Computer Society

ISBN: 978-0-7695-3588-3

DOI: 10.1109/VS-GAMES.2009.14

https://eprints.bournemouth.ac.uk/9758/

https://ieeexplore.ieee.org/xpl/conhome/5116537/proceeding

Source: DBLP

Fast Vehicle Crash Modelling for Games

Authors: Chang, J., Zhang, J.J. and Rehan, Z.

Conference: IEEE First International Conference Games and Virtual Worlds for Serious Applications

Pages: 141-147

Publisher: IEEE Computer Society

ISBN: 978-0-7695-3588-3

Abstract:

In this paper, we present a prototype of a deformation engine to efficiently model and render the damaged structure of vehicles in crash scenarios. We have introduced a novel system architecture to accelerate the computation, which is traditionally an extremely expensive task. Non-linear deformations are solved based on the principle of energy conservation. Large plastic deformations resulting from collisions are modelled as a weighted combination of deformation examples of beams which can be produced using classical mechanics.

https://eprints.bournemouth.ac.uk/9758/

Source: BURO EPrints