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For the Gamers That Demand Realistic Games, a New Way to Hear Liquid

Category: Gaming
Posted: 07:57AM

Researchers at Cornell University have developed a new algorithm for games, and it has absolutely nothing to do with graphical performance. The researchers, housed in Cornell's Department of Computer Science, have come up with an algorithm that simulates splashes, splatters, babbles, drips and drops. The work, done by Doug James, associate professor of computer science, and graduate student Changxi Zheng, will be featured at the 2009 ACM SIGGRAPH conference Aug. 3-7 in New Orleans and was funded by a $1.2 million grant from the Human Centered Computing Program of the National Science Foundation. Currently, these sounds are recorded after the fact and added into the game, but because of the increasing popularity of games with interactive and immersive environments (*cough* WOW *cough*), sounds will need to be generated for unpredictable events, as recordings can get repetitive and not always match the event.

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ClayMeow on June 4, 2009 08:19AM
Sounds pretty sweet (no pun intended). Cornell FTW!!
Cyrosis on June 5, 2009 01:17AM
Looks like they are dabbling in physical modeling, which has been present in the compositional market for years. http://www.truepianos.com/ is a piano instrument based on physical modeling, which can sound fairly convincing in many situations.

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