DOI QR코드

DOI QR Code

SoMA: A System of Making Avatars based on a Commercial Game Engine

SoMA: 상용 게임엔진 기반의 아바타 생성 시스템

  • 김병철 (중부대학교 컴퓨터.게임학과) ;
  • 노창현 (중부대학교 컴퓨터.게임학과)
  • Received : 2016.10.25
  • Accepted : 2017.01.20
  • Published : 2017.01.28

Abstract

We propose the SoMA(System of Making Avatars) based on a commercial 3D game engine. It first decomposes a given character into assemblable pieces, then gives the user them as prefab components so that he or she can reassemble and/or customize them to be plenty of characters. To accomplish this, it implements the character assembly structure as an hierarchy, the upper levels of which are categorized for gross assembly, and the lower levels of which are parameterized for detailed customization. It also defines a hierarchical naming convention for ease of access to the structure. Finally, it provides body, clothes, and attachment systems to make relevant characters.

게임엔진이 급격히 발전하면서 3차원 게임 개발에의 진입장벽이 점점 낮아지고 있다. 그러나 게임성을 보다 증대시키기 위해 필수적인 3차원 아바타 캐릭터를 생성하는 데에는 아직도 상당한 시간과 노력이 필요하다. 이에 본 논문에서는 상용 3차원 게임엔진 기반의 아바타 생성 시스템, SoMA(System of Making Avatars)를 제안한다. 제안된 시스템은 기본 아바타 캐릭터를 각 구성품으로 분해하고, 이후 다시 이를 조립하거나 조정하여 커스터마이제이션(customization)된 캐릭터를 생성할 수 있다. 이를 위해 캐릭터의 조립 구조를 계층적으로 구현하였고, 상위 계층은 카테고리화 하여 조립할 수 있도록 정의하고, 하위 계층은 파라미터화(parameterization) 하여 커스터마이제이션 할 수 있도록 정의하였다. 특히 계층별 아이템의 명명 방법(naming convention) 또한 정의하여 이의 효과적인 액세스가 가능하도록 구현하였다. 마지막으로 이러한 캐릭터 조립 구조를 바탕으로 신체, 의상, 부착물(악세사리) 시스템을 구현하여 다양한 캐릭터를 손쉽게 저작할 수 있도록 SoMA를 개발하였다.

Keywords

References

  1. S. T. Da Silva, "Character creation and customization for Massively Multiplayer Online Games," Int'l J. of Asia Digital Art & Design, 2013.
  2. M. Boberg, P. Piippo, E. Ollila, "Designing avatars," Proceedings of 3rd Int'l Conf. on Digital Interactive Media in Entertainment and Arts, pp. 232-239, 2008.
  3. H. Prendinger et al., "MPML: A markup language for controlling the behavior of life-like characters," Journal of Visual Languages and Computing, Vol. 15, No. 2, pp. 183-203, 2004. https://doi.org/10.1016/j.jvlc.2004.01.001
  4. S. Ullrich et al., "MPML3D: Agent Authoring Language for Virtual Worlds," Proceedings of the 2008 Int'l Conf. on Advances in Computer Entertainment Technology, pp. 134-137, 2008.
  5. K. Apostolakis and P. Daras, "RAAT - The Reverie Avatar Authoring Tool," Proceedings of 18th Int'l Conf. on Digital Signal Processing, July 2013.
  6. B.-C. Kim and C. H. Roh, "Design of an Avatar Assembly System based on a Commercial Game Engine," Journal of Digital Convergence, Vol. 14, No. 12, 2016.
  7. N. Burtnyk and M. Wein, "Interactive skeleton techniques for enhancing motion dynamics in key frame animation," Communications of the ACM, Vol. 19, No. 10, pp. 564-569, 1976. https://doi.org/10.1145/360349.360357
  8. D. Forsey, "A Surface Model for Skeleton-Based Character Animation," Proceedings of 2nd Eurographics Workshop on Animation and Simulation, pp. 55-73, 1991.
  9. J. P., Lewis et al., "Pose Space Deformations: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation," Proceedings of ACM SIGGRAPH 2000, pp. 165-172, 2000.
  10. K. Singh and E. Kokkevis. "Skinning Characters using Surface Oriented Free-Form Deformations," Graphics Interface, pp. 35-42, 2000.
  11. J. M. P. van Waveren, "Fast Skinning," Id Software Inc., March 21, 2005.
  12. M.-J. Lee, "A Study on Game Production Education through Recent Trend Analysis of 3D Game Engine," Journal of the Korea Convergence Society, Vol. 4, No. 1, pp. 15-20, 2013. https://doi.org/10.15207/JKCS.2013.4.1.015
  13. N.-J. Kim et al., "3D Character Production for Dialog Syntax-based Educational Contents Authoring System," Journal of the Korea Convergence Society, Vol. 1, No. 1, 2010년, pp. 69-75, 2010.
  14. S.-Y. Min et al., "SW Quality of Convergence Product: Characteristics, Improvement Strategies and Alternatives," Journal of Convergence Society for SMB, Vol. 1, No. 1, pp. 19-28, 2011.
  15. S. Lee, "Evaluation and Analysis of Software Globalization Capability in Korea," Journal of Convergence Society for SMB, Vol. 1, No. 1, pp. 9-17, 2011.