Abdullah Bade
Universiti Teknologi Malaysia
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Publication
Featured researches published by Abdullah Bade.
computer graphics, imaging and visualization | 2004
Muhammad Azam Rana; Mohd Shahrizal Sunar; Mohd Norikhwan Nor Hayat; Sarudin Kari; Abdullah Bade
Computer graphics (CG) is a key technology for producing visual contents. Currently computer generated imagery techniques are being developed and applied, particularly in the field of virtual reality applications, film production, training and flight simulators, to provide total composition of realistic computer graphic images. Clouds are an integral feature of the sky without them synthetic outdoor scenes seems unrealistic. Modeling and animating clouds is a difficult task. Most systems are difficult to use, as they require adjustment of numerous, complex parameters, and are noninteractive. This paper presents an intuitive, interactive system to artistically model, animate, and render visually convincing clouds using modern graphics hardware. A high-level interface models clouds through the visual use of cubes. Clouds are rendered as textured billboards by making use of hardware accelerated API - OpenGL. The resulting interactive design and rendering system produces perceptually convincing cloud models that can be used in any interactive system.
Archive | 2010
Ahmad Hoirul Basori; Abdullah Bade; Mohd Shahrizal Sunar; Daut Daman
Nowadays we can see that avatar expresses their emotional expressions only by using facial animation, gesture and voice. In this research, we present an avatar in a creative way that can attract user attention while they play game and use computer. Human representations like virtual Assistants or virtual humans in the virtual environment are considered as an interface that can make harmonious relationships between human and computer (Wang et al., 2005). A virtual representation of human is expected to become a guideline in the virtual environment. Therefore, studies of artificial psychology have been conducted to create an interface that is able to comply with human satisfaction while they interact with computer. Considering this situation, we can see numerous applications such as Second Life or games like the SIMS manipulates a lot of avatars in their systems. If we look at this matter carefully, the substance of presence, which is the ultimate features for virtual environment application, requires further improvement. The root of the problem is caused by several factors such as: the complexity of virtual human model itself, emotional expression (Wang et al., 2005), or incoherent animation reaction(Rojas et al., 2008). Usually emotion is expressed by facial expression, voice intonation or even using hand gesture. Researchers in image processing and computer graphics fields tried to combine facial expression with voice expression and hand gesture. Recently Haptics or ‘sense of touch’ attracted attention to be explored especially Haptics that is related to emotional expression (Bailenson et al., 2007, Hashimoto and Kajimoto, 2008). In this study, our major concern is to grasp the ways to utilise haptic tactile vibration as an emotional expression of virtual human or avatar that can give the user more sensation during the interactions process. The procedure starts by mapping the human emotion colour diagram into several vibration frequencies. Considering this scenario, a group of frequencies are initiated as a magnetize stimulation to express particular emotional expression such as anger or happiness.
computer graphics, imaging and visualization | 2004
I. Liew Suet Fun; M.S. Sunat; Abdullah Bade; N.M. Suaib
Many researches in non-photorealistic rendering (NPR) have been done to investigate a variety of techniques to simulate the styles of hand-drawn artists. Many applications in industrial, architectural animated film production, technical design, and computer graphics designs have focused on rendering 3D models to depict non-photorealism. Most of them are based on rendering characters and object-based. This paper investigates on non-photorealistic rendering techniques for 3D outdoor scenes. Outdoor scene composed of a large extent of natural phenomena of landscapes, plants, trees, mountains, buildings, and many more. Techniques discussed in this paper include silhouette and cartoon-shaded renderings. Silhouette rendering implements brute force approach to determine the silhouette edges. Cel-shading algorithm in cartoon rendering renders the objects in the scene by manipulating directional or positional lightings with texture-shaded to give the scene cartoon look.
Archive | 2012
Hamzah Asyrani Sulaiman; Abdullah Bade
In virtual environment world, performing collision detection between various 3D objects requires sophisticated steps to be followed in order to properly visualize their effect. It is challenging due to the fact that multiple objects undergo various motion depending on the application’s genre. It is however an essential challenge to be resolved since it’s many use in the computer animation, simulation and robotic industry. Thus, object intersection between rigid bodies has become one of the most important areas in order to bring realism to simulation and animation.
Archive | 2008
Hamzah Asyrani Sulaiman; Abdullah Bade; Daut Daman; Shahrizal Sunar
Archive | 2008
Mohd Shahrizal Sunar; Daut Daman; Abdullah Bade; Norhaida Mohd. Shuaib; Hasnul Hadi Shamsudin; Nor Azhar Mohd. Arif
Archive | 2006
Norhaida Mohd. Shuaib; Abdullah Bade; Daut Daman; Mohd Shahrizal Sunar
Archive | 2016
Nur Saadah Mohd. Shapri; Riza Sulaiman; Abdullah Bade
Archive | 2015
Hamzah Asyrani Sulaiman; Abdullah Bade; Jalan Ums
Archive | 2015
Nur Saadah Mohd. Shapri; Riza Sulaiman; Abdullah Bade