International Journal of Computer Graphics & Animation (IJCGA) ISSN: 2231 - 3281(Online); 2231 - 3591 (print) http://airccse.org/journal/ijcga/index.html Scope & Topics Computer graphics and animation have has become a key technology in determining future research and development activities in many academic and industrial branches. The aim of this journal is to be an international peer-reviewed open access forum for scientific and technical presentations and discus the latest advances in Computer graphics and animation. Topics of Interest Computer Graphics Modeling Rendering HCI/user interfaces Graphical models Model Validation Computer Art 3-D object Extraction AI techniques Computer Aided Design Animation Computer Animation Algorithms & Techniques Animation Systems Mobile Control Kinematics Plausible Motion Simulation Animation Languages Robotics Behavioral Animation Human Figure Animation Character Animation Visualiza...
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Showing posts from February, 2019
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BEYOND SEGMENTED INSTRUCTIONAL ANIMATION AND ITS ROLE IN ENRICHMENT OF EDUCATION AND TECHNOLOGY Dr. Nidal Zaki Amarin Faculty of Arts Al-Zaytoonah University of Jordan, Jordan ABSTRACT Animation usually offers the advantage of delivering better representations of dynamic concepts. Compared with the static images and text; animation can present procedural information (e.g. social activities and/or biochemical reaction) more explicitly as they show the steps in an orderly manner. Quite a few empirical studies show promising results of animation reflected on learning (e.g. Trevisan, Oki and Senger, 2009; Hays, 1996). There are, however, there are some limitations to such results. Designing and developing quality animation for teaching and learning can sometimes be challenging (Morrison, Tversky and Betrancourt, 2000). Kesner and Linzey (2005) found no improvement on students’ learning in using animation in their study. Thus, researchers may encount...
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ADAPTIVE POSITION-BASED FLUIDS: IMPROVING PERFORMANCE OF FLUID SIMULATIONS FOR REAL-TIME APPLICATIONS Marcel Köster and Antonio Krüger German Research Center for Artificial Intelligence, Saarland Informatics Campus, Saarbruecken, Germany ABSTRACT The Position Based Fluids (PBF) method is a state-of-the-art approach for fluid simulations in the context of real-time applications like games. It uses an iterative solver concept that tries to maintain a constant fluid density (incompressibility) to realize incompressible fluids like water. However, larger fluid volumes that consist of several hundred thousand particles (e.g. for the simulation of oceans) require many iterations and a lot of simulation power. We present a lightweight and easy-to-integrate extension to PBF that adaptively adjusts the number of solver iterations on a fine-grained basis. Using a novel adaptivesimulation approach, we are able to achieve significant improvements in performance on o...