Vi utbildar för framtiden och skapar samhällsnytta genom vår forskning som levandegörs i nära samarbete med näringslivet. Vi bedriver forskning inom computer science, datateknik, software engineering och interaktionsdesign - från grundforskning till direkta tillämpningar. Institutionen har en stark internationell prägel och är delad mellan Chalmers och Göteborgs universitet.
We are engaged in research and education across the full spectrum of computer science, computer engineering, software engineering, and interaction design, from foundations to applications. We educate for the future, conduct research with high international visibility, and create societal benefits through close cooperation with businesses and industry. The department is joint between Chalmers and the University of Gothenburg.
(2020) Strandell, Razmus; Chalmers tekniska högskola / Institutionen för data och informationsteknik; Björk, Staffan; Fratarcangeli, Marco
Computer animations are commonly deployed in various fields today, such as the
movie industry, video game industry and in architecture. This has led to an increase
in the demand for 3D modeling tools that can be used to create these animations.
The goal of this project is thus to explore what considerations exist when developing
interactive 3D modeling software.
This was explored by conducting researching in the area, including existing 3D modeling
tools and other related work, and by designing and implementing an interactive
3D modeling tool as per the research through design practice. This tool was built
around generating generic soft body animations. The tool was first designed using
an iterative design process, including methods ranging from ideation techniques to
evaluation methods. The software part was then developed using a mix of popular
agile software development methods. The code was developed with focus on ensuring
optimal performance, promoting software modularity and minimizing external
The end result is a high fidelity software prototype that can be used to create animations
of varying complexity. The development of the tool, alongside the conducted
research, resulted in a set of guidelines to consider when developing similar tools.
These guidelines can be summarized as the following: what external libraries to
use, what work process to use, what features should be available, how to design for
different user groups and how to make the code modular. Despite the guidelines
resulting from the work of this specific tool, they are considered to be applicable
to the development of 3D modeling software that handles any kind of soft body