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Streszczenie. W artykule opisano problem generacji hierarchii brył ograniczających zastosowanych do wykrywania kolizji w scenach trójwymiarowych. Przeprowadzono testy efektywności dwóch metod podsumowane określeniem niezbędnych cech środowiska animacyjnego. Przedstawiono środowisko do animowania postaci 3D: fACT. Słowa kluczowe: hierarchie brył(More)
  • Ewa Lach
  • 2008 1st International Conference on Information…
  • 2008
Virtual characters are widely used in many applications, especially in computer games, films and educational systems. Creation of intelligent characters capable of deciding about their actions is currently afield of extensive research. A new behavioural animation framework fACT, described in this paper, is an answer to a problem of finding an application(More)
In this paper some of the aspects of creating an animation of a threedimensional virtual characters are addressed. The open architecture of the animation framework, which enables the user to plug in different independent modules, is described. The concept of the sequence of the operations controllers that manipulate and change character’s actions is also(More)
The paper describes a scalable, wearable multi-sensor system for motion capture based on inertial measurement units (IMUs). Such a unit is composed of accelerometer, gyroscope and magnetometer. The final quality of an obtained motion arises from all the individual parts of the described system. The proposed system is a sequence of the following stages:(More)
In computer games, dynamic difficulty adjustment (DDA) tries to ensure that the challenge level offered by the game matches the skill of the human player. In this paper simple and fast methods for adjusting a difficulty level of a computer opponent are presented. An empirical investigation of the methods when playing FPS (First Person Shooter) game is(More)
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