DOI QR코드

DOI QR Code

Research on 3D Content Optimization Methods in VR Devices

VR기기에서 3D 콘텐츠 최적화 방안 연구

  • 한성진 (성결대학교 미디어소프트웨어학과) ;
  • 김민지 (성결대학교 미디어소프트웨어학과) ;
  • 김정이 (성결대학교 미디어소프트웨어학과)
  • Received : 2024.08.03
  • Accepted : 2024.11.05
  • Published : 2024.11.30

Abstract

In this study, we investigated optimization methods applicable to Unity 3D and evaluated the efficienc y of optimized content through experiments. And by applying this, we created virtual reality content with the th eme of survival set in space. In this experiment, virtual reality space survival content was built on the Android OS platform, and CPU processing speed, total memory usage, draw call, and FPS were measured using Unity P rofiler, and the performance before and after applying the optimization technology was compared and presented i n a table. . As a result, it was found that the 3D content optimization methods proposed in this study, includin g 'Lighting Baking', 'Occlusion Culling', 'Object Pooling', and 'Asynchronous Scene Loading Using JSON', wer e very efficient in VR devices. This study proposes a way to easily solve the optimization problem, which is a chronic problem in the development of 3D content to be used in VR devices, in the Unity engine, providing a useful guideline for indie game developers or people unfamiliar with the Unity engine when developing VR con tent. I hope it will be used.

본 연구에서는 Unity 3D에 적용 가능한 최적화 방안을 조사하고 실험을 통해 최적화가 적용된 콘텐츠의 효율성을 평가하였다. 그리고 이를 적용하여 우주를 배경으로 한 생존을 주제로 하는 가상현실 콘텐츠를 제작하였다. 해당 실험에서는 가상현실 우주 생존 콘텐츠를 Android OS 플랫폼으로 빌드한 뒤, Unity Profiler를 활용하여 CPU 처리 속도, 총 메모리 사용량, 드로우콜, FPS를 측정하고, 최적화 기술 적용 전후의 성능을 비교하여 표로 나타내었다. 그 결과 본 연구에서 제안하고 있는 '라이트 베이크', '오클루전 컬링', '오브젝트 풀링', 'JSON을 활용한 비동기적씬 로딩' VR 기기에서 3D 콘텐츠 최적화 방안이 매우 효율적인 것을 알 수 있었다. 본 연구는 VR 기기에서 활용될 3D 콘텐츠 개발의 고질적인 문제인 최적화 문제를 Unity 엔진에서 간편하게 해결할 수 있는 방안을 제안함으로써 인디 게임 개발자나 Unity 엔진에 익숙하지 않은 사람들이 VR 콘텐츠를 개발할 때 유용한 가이드라인으로 활용될 것을 기대한다.

Keywords

References

  1. M.J. Yoo, "Practical Training Experiences of HMD-based VR Foley Catheterization Education Content in Nursing Students," Journal of Learner-Centered Curriculum and Instruction, Vol. 24, No. 2 pp. 541-553, January 2023. https://doi.org/10.22251/jlcci.2024.24.2.541
  2. C. Lim, "Interactive 3D VR Content Design for Close Encounter of Social Issue," The International Journal of Advanced Culture Technology, Vol. 11, No.1, pp. 270-27, January 2023. https://doi.org/10.17703/IJACT.2023.11.1.270
  3. J.Y. Jung, S.C. Kim, and T. Woo, "Research on VR-based educational content development for Preschoolers," Journal of Digital Contents Society, Vol. 23, No. 11, pp. 2117-2126, November 2022. http://dx.doi.org/10.9728/dcs.2022.23.11.2117
  4. K.S. Park, "A Case Study of Fashion Illustration Using VR Technology-Focusing on iPad use case and comparative analysis," Journal of the Convergence on Culture Technology (JCCT), Vol. 9, No. 1, pp. 763-770, January 2023. http://dx.doi.org/10.17703/JCCT.2023.9.1.763
  5. S.H. Kim, C. H. Kim, and S. E. Lee, "A Study on the Spiritual & Mental Force Enhancement Using HMD - Focusing on the virtual reality education contents -," Journal of Spiritual & Mental Force Enhancement, No. 71 pp. 71-106, November 2022.
  6. M.K. Hwang, and J.Y. Kim, "A Study on the Development of Healing VR Content Based on Horticulture," Journal of the Convergence on Culture Technology (JCCT), Vol. 9, No. 4, pp. 681-686, July 2023. http://dx.doi.org/10.17703/JCCT.2023.9.4.681
  7. D.J. Kim, "A Study on Building an LED Control Web Server using an HMD-based Controller," Journal of Digital Art Engineering & Multi-media, Vol. 10, No. 1 pp. 107-115, March 2023. http://dx.doi.org/10.29056/jdaem.2023.03.10.
  8. Y.B. Kim, K.H. Chung, K.S. Ahn, and J.J. Kim, "The Game Optimization using the Action Patterns of Monster in Mobile Arcade Game," Journal of Internet Computing and Services (JICS), Vol. 8, No. 6, pp. 103-114, December 2007.
  9. H.C. Song, "A Study on Optimized Multi-Thread Porgramming - Information and The Use of Unitiy DOTS," Journal of Digital Contents Society(JDCS), Vol. 22, No. 10, pp. 1715-1719, October 2021. http://dx.doi.org/10.9728/dcs.2021.22.11.1715
  10. Y.C. Choi, B.D. Lee, C.H. Lee, C.G. Song, J. Lee, and S.J. Kim, "Performance and Efficiency Analysis of Unity DOTS," HCI KOREA, pp. 1236-1241, February 2023.
  11. S.K. Kim, J.H. Kang, K.S. Song, H.B. Lee, and S.O. An, "Development of Mobile Arcade Game using Unity 3D Engine," Journal of Korean Institute of Information Technology (JKIIT), Vol. 8, No. 2 pp. 9-16, April 2013.
  12. https://docs.unity3d.com/kr/2023.2/Manual/Glossary.html#Lightmap
  13. https://docs.unity3d.com/kr/2023.2/Manual/LightMode-Baked.html
  14. H.X. Zheng, K.S. Oh, and D.W. Paik, "A Scalable Global Illumination Algorithm for Animated Graphics," Journal of Korea Game Society JKGS, Vol. 16, No. 2, pp. 111-117, April 2016. http://dx.doi.org/10.7583/JKGS.2016.16.2.111
  15. J.Y. Lee, and C.J. Im, "Realtime Global Illumination Rendering based on New Basis Function," Journal of The Korean Society for Computer Game, Vol. 3, No. 21, pp. 97-105, June 2010.
  16. https://docs.unity3d.com/kr/2018.4/Manual/Light Mode-Baked.html
  17. J.W. Kang, and S.K. Lee, "GPU-Based High-Precision Adaptive Vertex Depth Rendering," Journal of KIISE, Vol. 48, No. 7, pp. 756-763, July 2021. https://doi.org/10.5626/JOK.2021.48.7.756
  18. S.J. Jung, K.Y. Lee, H.S. Choi, W.J. Sung, and D.Y. Cho, "A Study on the Efficient Occlusion Culling Using Z-Buffer and Simplified Model," Korean Journal of Computational Design and Engineering, Vol. 8, No. 2, pp. 65-74, June 2003.
  19. https://docs.unity3d.com/kr/530/Manual/OcclusionCulling.html
  20. H.Y. Kim, D.H. Ham, and M.S. Kim, "A Study of Object Pooling Scheme for Efficient Online Gaming Server," Journal of Korea Game Society, Vol. 9, No. 6 pp. 163-170, December 2009.
  21. W.G. Iim, B.C. Lee, and S.K. Kim, and S.A, "Development of 3D Defense Space Game using Oculus," Journal of The Korea Society of Computer and Information, Vol. 24, No. 8 pp. 45-50, August 2019. https://doi.org/10.9708/jksci.2019.24.08.045
  22. T.H. Kim, and B.P. Kyung, "Performance Comparison of JSON Libraries for Game Development using Unity Engine," Journal of Digital Contents Society, Vol. 25, No. 3 pp. 771-779, March 2024. http://dx.doi.org/10.9728/dcs.2024.25.3.771
  23. S.J. Han, M.J. Jang, and J.Y. Kim, "Proposal Research for Character's Physical Change System in Space Survival Game through Literature Review," Journal of The Institute of Internet, Broadcasting and Communication (IIBC), Vol. 24, No. 3, pp. 1-7, June 2024. https://doi.org/10.7236/JIIBC.2024.24.3.1
  24. J.H. Nah, "ASTC Block-Size Determination Method based on PSNR Values," Journal of the Korea Computer Graphics Society, vol. 28, no. 2, pp. 21-28, June 2022. https://doi.org/10.15701/kcgs.2022.28.2.21
  25. O.K. Kwon, and G.B. Gu, "A Performance Study on CPU-GPU Data Transfers of Unified Memory Device," Journal of KIPS Transactions on Computer and Communication Systems (KTCCS), Vol. 11, No. 5, pp. 133-138, May 2022. https://doi.org/10.3745/KTCCS.2022.11.5.133
  26. https://www.meta.com/kr/quest/products/quest-2
  27. S.J. Park, M.G. Kim, H.Y. Kim, and D.W. Seo, "Mobile Augmented Reality based CFD Simuation Post-Processor," Journal of the Korea Academia-Industrial cooperation Society, vol. 20, no. 4, pp. 523-533, April 2019. https://doi.org/10.5762/KAIS.2019.20.4.523