Adrian Debowski

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Streszczenie. W publikacji przedstawiono problemy powstające przy próbie wizualizacji w czasie rzeczywistym nieba i atmosfery na animowanej scenie trójwymiarowej i zaproponowano metody ich rozwiązania. Summary. The paper presents the issues of real-time sky and atmosphere rendering on the animated 3-dimensional scene and proposes a number of solutions to(More)
Streszczenie. Niniejsza publikacja jest kontynuacją tematu publikacji " Symulacja pogody w czasie rzeczywistym w środowisku FRS " [3]. Omówiono w niej system Summary. The paper is the continuation of the subject of the " Real-Time Atmospheric Phenomena Simulation in FRS Engine " [3] publication. A real-time simplified atmospheric phenomena simulation and(More)
The paper presents a simplified weather simulation system, which works in real time. Simulation is based on generation of particles, which are elementary fragments of clouds and includes local weather effects caused by phenomena which take place in macro scale, such as atmospheric fronts. 1. Środowisko FRS FRS (ang. Flexible Reality Simulation) jest(More)
The paper presents the research directions in the subject of virtual characters animation control. The possibilities of future research are given. The emphasis is put on the issues of interactive animation computed in real time. techniki określanej jako Motion Capture (MoCap) [13, 15] jest digitalizowany i wykorzys-tywany do sterowania ruchem postaci(More)
The paper introduces a new, computationally inexpensive, real-time method of simulation of clouds for dynamic particle-based cloud rendering. The method covers such phenomena as atmospheric fronts, stable and unstable balance , thunderstorms, simplified simulation of middle and high clouds, correlation between wind and clouds and even tornadoes. The(More)
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