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International Journal of Computer Games Technology
Volume 2009 (2009), Article ID 970617, 8 pages
http://dx.doi.org/10.1155/2009/970617
Research Article

Real Time Animation of Trees Based on BBSC in Computer Games

College of Information Science and Technology, Beijing Normal University, Beijing 10087, China

Received 20 January 2009; Accepted 3 April 2009

Academic Editor: Suiping Zhou

Copyright © 2009 Xuefeng Ao et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Abstract

That researchers in the field of computer games usually find it is difficult to simulate the motion of actual 3D model trees lies in the fact that the tree model itself has very complicated structure, and many sophisticated factors need to be considered during the simulation. Though there are some works on simulating 3D tree and its motion, few of them are used in computer games due to the high demand for real-time in computer games. In this paper, an approach of animating trees in computer games based on a novel tree model representation—Ball B-Spline Curves (BBSCs) are proposed. By taking advantage of the good features of the BBSC-based model, physical simulation of the motion of leafless trees with wind blowing becomes easier and more efficient. The method can generate realistic 3D tree animation in real-time, which meets the high requirement for real time in computer games.