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