{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,9,29]],"date-time":"2025-09-29T08:14:26Z","timestamp":1759133666395,"version":"3.41.2"},"reference-count":17,"publisher":"Wiley","issue":"1","license":[{"start":{"date-parts":[[2009,6,17]],"date-time":"2009-06-17T00:00:00Z","timestamp":1245196800000},"content-version":"vor","delay-in-days":167,"URL":"http:\/\/creativecommons.org\/licenses\/by\/3.0\/"}],"funder":[{"name":"Scientific Research Foundation for the Returned Overseas Chinese Scholars"}],"content-domain":{"domain":["onlinelibrary.wiley.com"],"crossmark-restriction":true},"short-container-title":["International Journal of Computer Games Technology"],"published-print":{"date-parts":[[2009,1]]},"abstract":"<jats:p>That researchers in \n                  the field of computer games usually find it is \n                  difficult to simulate the motion of actual 3D \n                  model trees lies in the fact that the tree model \n                  itself has very complicated structure, and many \n                  sophisticated factors need to be considered \n                  during the simulation. Though there are some \n                  works on simulating 3D tree and its motion, few \n                  of them are used in computer games due to the \n                  high demand for real\u2010time in computer games. In \n                  this paper, an approach of animating trees in \n                  computer games based on a novel tree model \n                  representation\u2014Ball B\u2010Spline Curves \n                  (BBSCs) are proposed. By taking advantage of the \n                  good features of the BBSC\u2010based model, physical \n                  simulation of the motion of leafless trees with \n                  wind blowing becomes easier and more efficient. \n                  The method can generate realistic 3D tree \n                  animation in real\u2010time, which meets the high \n                  requirement for real time in computer \n                  games.<\/jats:p>","DOI":"10.1155\/2009\/970617","type":"journal-article","created":{"date-parts":[[2009,6,17]],"date-time":"2009-06-17T13:35:57Z","timestamp":1245245757000},"update-policy":"https:\/\/doi.org\/10.1002\/crossmark_policy","source":"Crossref","is-referenced-by-count":7,"title":["Real Time Animation of Trees Based on BBSC in Computer Games"],"prefix":"10.1155","volume":"2009","author":[{"given":"Xuefeng","family":"Ao","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Zhongke","family":"Wu","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Mingquan","family":"Zhou","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"311","published-online":{"date-parts":[[2009,6,17]]},"reference":[{"key":"e_1_2_7_1_2","unstructured":"MitmanM. 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