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dc.contributor.authorStanton, Matten_US
dc.contributor.authorGeddert, Saschaen_US
dc.contributor.authorBlumer, Adrianen_US
dc.contributor.authorHormis, Paulen_US
dc.contributor.authorNealen, Andyen_US
dc.contributor.authorCooper, Sethen_US
dc.contributor.authorTreuille, Adrienen_US
dc.contributor.editorLadislav Kavan and Chris Wojtanen_US
dc.date.accessioned2016-07-10T12:52:35Z
dc.date.available2016-07-10T12:52:35Z
dc.date.issued2016
dc.identifier.isbn978-3-03868-009-3
dc.identifier.issn1727-5288
dc.identifier.urihttp://dx.doi.org/10.2312/sca.20161239
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/sca20161239
dc.description.abstractThis paper presents a new model reduction technique that exploits large-scale, parallel precomputation to create interactive, real-time games with the visual fidelity of offline rendered films.We present an algorithm to automatically discretize a continuous game into a large finite-state machine that can be pre-rendered in the film world. Despite radical differences from existing game engines, our finite-state approach is capable of preserving important characteristics of continuous games including smooth animation, responsiveness to input, triggered effects and passive animation. We demonstrate our technique with a 30-second interactive game set in an award-winning short filmen_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]
dc.subjectThree Dimensional Graphics and Realism
dc.subjectAnimation
dc.subjectI.6.8 [Simulation and Modeling]
dc.subjectTypes of Simulation
dc.subjectGaming
dc.titleLarge-Scale Finite State Game Enginesen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animation
dc.description.sectionheadersStories, Sound, and Games
dc.identifier.doi10.2312/sca.20161239
dc.identifier.pages221-229


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