Uğur Güdükbay's Publications

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Interacting with Boids in an Incompressible Fluid Environment

Aytek Aman, Ateş Akaydın, and Uğur Güdükbay. Interacting with Boids in an Incompressible Fluid Environment. In Veysi İşler, Haşmet Gürçay, Hasan Kemal Süher, and Güven Çatak, editors, Contemporary Topics in Computer Graphics and Games: Selected Papers from the Eurasia Graphics Conference Series, pp. 403–413, Peter Lang, İstanbul, Turkey, 2020. Book's Publisher Web Site

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Abstract

With the increasing power of computing hardware, computer simulations are being realized in real-time. It is now possible to simulate real-life phenomena on standard personal computers. In this study, we present a school of fish and fluid interaction environment where the school of fish in the environment depict flocking behaviors affected by the flow of an incompressible fluid that can be manipulated interactively by a depth sensor controller. The proposed approach can be used in virtual reality applications and video games to provide immersive underwater scenarios for schools of fish. We developed our application on a commercially available game engine that provides real-time experience for the users.

BibTeX

@InCollection{AmanAkaydinGudukbay2020,
 author = {Aytek Aman and Ate{\c s} Akayd{\i}n and U{\^g}ur G{\"u}d{\"u}kbay},
 title = {{Interacting with Boids in an Incompressible Fluid Environment}},
 booktitle = {Contemporary Topics in Computer Graphics and Games: Selected Papers from the Eurasia Graphics Conference Series},
 abstract = "With the increasing power of computing hardware, computer simulations are being realized in real-time. 
             It is now possible to simulate real-life phenomena on standard personal computers. In this study, we 
			 present a school of fish and fluid interaction environment where the school of fish in the environment
			 depict flocking behaviors affected by the flow of an incompressible fluid that can be manipulated 
			 interactively by a depth sensor controller. The proposed approach can be used in virtual reality 
			 applications and video games to provide immersive underwater scenarios for schools of fish. 
			 We developed our application on a commercially available game engine that provides real-time 
			 experience for the users.",
 pages = {403-413},
 editor = {Veysi {\.I}{\c s}ler and Ha{\c s}met G{\"u}r{\c c}ay and Hasan Kemal S{\"u}her and G{\"u}ven {\c C}atak},
 publisher = {Peter Lang},
 address = {{\.I}stanbul, Turkey},
 year = {2020},
 bib2html_dl_pdf = "http://www.cs.bilkent.edu.tr/~gudukbay/publications/papers/book_chapter/AmanAkaydinGudukbay.pdf",
 note = {<a href="https://www.peterlang.com/document/1111136">Book's Publisher Web Site</a>},
 bib2html_pubtype = {Book Chapters},
 bib2html_rescat = {Computer Graphics}
}

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