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D4MD: deformation system for a vehicle simulation game

Published: 15 June 2005 Publication History

Abstract

This paper presents a hybrid geometrical-physical, plastic deformation technique applicable for solids, in the context of a car simulation game. This technique doesn't aim to be mechanically correct but to produce visual appealing and realistic-looking results.

References

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Carmageddon, Stainless Software (1997), www.sci.co.uk
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Colin Mcrae Rally 2005, Codemasters (2004), www.codemasters.co.uk/colinmcrae2005
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Coquillart, Sabine. "Extended Free-Form Deformation: A Sculpting Tool for 3D Geometric Modeling". Proceedings of ACM SIGGRAPH, In Computer Graphics, 1990.
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D. Baraff, Dynamic Simulation of Non-Penetrating Rigid Bodies, (Ph. D thesis), Technical Report 92--1275, Computer Science Department, Cornell University, 1992.
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Destruction Derby, Reflections Interactive (1995).
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Driver: You Are the Wheelman, Reflections Interactive (1999).
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GTA3, DMA Design (2001), www.rockstargames.com/grandtheftauto3/
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Hughes, J., Kaufman, H. Direct manipulation of free-form deformations, Cambridge Research Lab, DEC Corporation (1992).
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Il-Kwon Jeong, Inho Lee, "A New 3D Spring for Deformable Object Animation", Proceedings of Eurographics 2003.
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M. Müller, J. Dorsey, L. McMillan, R. Jagnow and B. Cutler. "Stable real-time deformations". Proceedings of ACM SIGGRAPH Symposium on Computer Animation, pp 49--54, 2002.
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Marco Monster, Car Physics for Games (1993), http://home.planet.nl/-monstrous
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Need For Speed series, EA Games (1994), www.eagames.com
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Cited By

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  • (2022)Seismic Composite Metamaterial: A ReviewJournal of Composites Science10.3390/jcs61103486:11(348)Online publication date: 12-Nov-2022
  • (2011)A simple method for real-time metal shell simulationProceedings of the 4th international conference on Motion in Games10.1007/978-3-642-25090-3_19(216-226)Online publication date: 13-Nov-2011
  • (2009)Fast Vehicle Crash Modelling for GamesProceedings of the 2009 Conference in Games and Virtual Worlds for Serious Applications10.1109/VS-GAMES.2009.14(141-147)Online publication date: 23-Mar-2009
  • Show More Cited By

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cover image ACM Other conferences
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
June 2005
511 pages
ISBN:1595931104
DOI:10.1145/1178477
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 June 2005

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Author Tags

  1. FFD geometric deformation
  2. collision detection and response
  3. deformable objects
  4. dynamics
  5. game development
  6. physically-based simulation

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ACE05

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2022)Seismic Composite Metamaterial: A ReviewJournal of Composites Science10.3390/jcs61103486:11(348)Online publication date: 12-Nov-2022
  • (2011)A simple method for real-time metal shell simulationProceedings of the 4th international conference on Motion in Games10.1007/978-3-642-25090-3_19(216-226)Online publication date: 13-Nov-2011
  • (2009)Fast Vehicle Crash Modelling for GamesProceedings of the 2009 Conference in Games and Virtual Worlds for Serious Applications10.1109/VS-GAMES.2009.14(141-147)Online publication date: 23-Mar-2009
  • (2009)Modelling deformations in car crash animationThe Visual Computer10.1007/s00371-009-0386-525:12(1063-1072)Online publication date: 7-Aug-2009

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