Moving Objects Through A Terrain Using Tiled Velocity Fields

16 December, 2009 § 2 Comments

In 2004, Stephen Chenney of the University of Wisconsin published a paper in SIGGRAPH Animation titled “Flow Tiles” that brought the idea of terrain editing to scenarios that require objects to flow through a multi-dimensional space.

As part of my Advanced Computer Graphics course (CSE872) at Michigan State University, two classmates and I implemented this paper. Please watch our video below and let me know what you think of it in the comments section (you can compare it to Stephen’s results):

The video was recorded with TechSmith’s Jing Pro and I used a free text-to-speech system called vozMe to create the narrative of the video since I didn’t have a microphone at hand. I then used ffmpeg to merge the audio and video together to create the final output video.

The source code for this project is available at Google Code. If you would like to help reduce some of the technical debt that exists in the code, I would be happy to help you with any questions 😉

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§ 2 Responses to Moving Objects Through A Terrain Using Tiled Velocity Fields

  • A.J. says:

    Very awesome Jared. The computer voice reminded me of the game Portal. I like how the fish made use of going up and down to avoid collisions but don’t change course. I assume you had fun creating this project!

  • msujaws says:

    One of the other members of the group had the exact same comment about the Portal voice.

    The project was a lot of fun to create. I was able to use std::for_each in there to write the FlowedObject code such as to not use for loops when updating all of the fish.

    Take a look at the source code and play around with it. You may need to follow the Developer Setup Guide to get GLUT working on your computer.

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