Polish Conference On
Computer Games Development
Gdańsk 6 - 8 SEPTEMBER 2013

Poster Session WGK 2012

Physics of rigid body for three-dimensional computer game - proposition of engine

Karol Badowski, Jerzy Redlarski, Jacek Lebiedź

The paper presents the author's real time engine of rigid bodies dynamics designed for physical simulation for computer games. Due to the engine purpose authors have assumed that the effects of its work should rather look reliably than focus on the accurate mapping of physical phenomena. This allowed the use of a simplified physical model and thus we have obtained an efficient real-time engine, operating with a large number of objects. The engine uses an innovative method of calculating the physical properties and collision detection between objects based on the special developed elements filling the objects. The paper presents the results of the use of the created engine: demo application (game demo) and surgery simulator based on MicroScribe device.


Indirect Control over Subordinate Units

Bartosz Jakusz, Przemysław Kulesza, Michał Wójcik

Developing a game universe usually involves creation of various units which can be both, encountered by a player or controlled by him. There is a number of works considering autonomous behaviours of units wandering around the game world. When it comes to the units controlled by the player, they often are lack of autonomy and are strictly controlled by the player. This paper presents a concept of units behaviour depending on their inner state, where player can only give orders, make request and proposal but their result can not be strictly predicted.


EVALUATION AND COMPARISON OF METHODS FOR STATIC AND DYNAMIC HAND GESTURES CLASSIFICATION

Paweł Blokus, Adam Brzeski, Krystyna Dziubich, Tomasz Dziubich

The paper presents a comparison of artificial intelligence techniques it the area of static and dynamic hand gesture recognition. The methods operated on data collected using wireless "e-Glove" device. Gesture recognition was based on analysis of signal values acquired from magnetometer and tri-axis accelerometers provided by the device. Chosen recognition techniques from literature were evaluated and their effectiveness is compared in the paper. Conclusions include a concept of integrating the system with gesture recognition dual system based on Microsoft Kinect device.


Possible Uses of Crisis Situation Aiding System in Virtual World Simulation

Waldemar Korłub, Michał Wójcik

Many of the real world crisis situations like spreading fire, hostile units attack, flood, and etc. are commonly used in computer games where a simulation of extensive virtual world is crucial. This paper presents some ideas for possible uses of existing crisis situation aiding system in such environments. Moreover it shows how this kind of system can be taught during subsequent games with a large number of players.


MERGING IMAGES FROM PARALLEL DEPTH CAMERAS

Adam Brzeski, Piotr Dorożyński, Krystyna Dziubich, Tomasz Dziubich

In this paper a problem of simultaneous information acquisition from multiple depth cameras is investigated aiming at obtaining a single overall picture containing information from all cameras. The experiments are carried out on Microsoft Kinect devices. A methodology for merging images from multiple positioned in a line cameras is proposed. The method is based on the concept of simulating a view of an imaginary camera covering the field of view of depth cameras. For each considered pixel from cameras' views the position in imaginary camera view is established by using geometric properties. As exemplary usage merging of user masks is presented in the paper. The method could be as well utilized for merging locations of other specific points like detected user joints, or even full depth scenes.