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1.
  • Gustavsson, Henrik, et al. (author)
  • A multi-sampling approach for smoke behavior in real-time graphics
  • 2006
  • In: SIGRAD 2006: The Annual SIGRAD Conference. - Linköping : Linköping University Electronic Press. - 9185643173 ; , s. 17-21
  • Conference paper (peer-reviewed)abstract
    • Smoke simulation is a key feature of serious gaming applications for fire-fighting professionals. A perfect visual appearance is not of paramount importance, the behavior of the smoke must however closely resemble its natural counterpart for successful adoption of the application. We therefore suggest a hybrid grid/particle based architecture for smoke simulation that uses a cheap multi-sampling technique for controlling smoke behavior. This approach is simple enough for it to be implemented in current generation game engines, and uses techniques that are very suitable for GPU implementation, thus enabling the use of hardware acceleration for the smoke simulation.
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2.
  • Lebram, Mikael, et al. (author)
  • A Driving Simulator Based on Video Game Technology
  • 2006
  • In: SIGRAD 2006: The Annual SIGRAD Conference. - Linköping : Linköping University Electronic Press. - 9185643173 ; , s. 39-43
  • Conference paper (peer-reviewed)abstract
    • This paper presents the design and architecture of a mid-range driving simulator developed at the University of Skövde. The aim is to use the simulator as a platform for studies of serious games. The usage of video game technology and software has been a central design principle. The core of the simulator is a complete car surrounded by seven screens. Each screen is handled by a standard PC, typically used for computer games, and the projection on the screens is handled by budget LCD-projectors. The use of consumer electronics, standard game technology and limited motion feedback makes this simulator relatively inexpensive. In addition, the architecture is scalable and allows for using commercial video games in the simulator. Observations from a set of experiments conducted in the simulator are presented in this paper. In these experiments driving school students were instructed to freely explore a driving game specifically designed for the simulator platform. The result shows that the level of realism is sufficient and that the entertainment value was considered to be high. This opens the possibilities to employ and use driving simulators for a wider set of applications. Our current research focuses on its use with serious games for traffic education.
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