• Title/Summary/Keyword: 게임이용시간

Search Result 437, Processing Time 0.025 seconds

A Constraint-based Technique for Real-Time Game Physics Engine (제약 조건 기반의 실시간 게임 물리엔진 제작기법)

  • Lee, Min-Kyoung;Kim, Young-J.
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02a
    • /
    • pp.174-177
    • /
    • 2008
  • In 3D gaming environment, it is important to simulate the physically plausible behaviors of gaming objects in real time. In particular, rigid body dynamics consists in the heart of most game physics. In this paper, we present a constraint-based rigid body simulation method using continuous collision detection as a collision detection method, and LCP formulation as a collision response method. The continuous collision detection method never misses any collisions and thus is able to accurately report the first time of collision as well as its associated colliding features. Moreover, since the number of colliding features is typically low, it also reduces the complexity in the LCP formulation.

  • PDF

Digital Character Motion Using Motion Capturing System (광학식 모션 캡쳐(Optical Motion Capture)방식을 이용한 디지털 캐릭터 움직임)

  • Choi, Tae-Jun;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.8
    • /
    • pp.109-116
    • /
    • 2007
  • Motion Capture in multimedia contents of the imagination world is utilized in various field such as game, movie, TV. Motion Capture technology of most of game is utilized. As well as is more realistic if use motion Capture and superior time and monetary aspect than previous key frame (Key-Framing) way as well as can display screen that do dynamic, there is more excellent advantage in qualitative aspect. But, is utilizing in some specialty companies and use example was not informed much about problem when is very lacking, and utilize yet in learned circles. Extract motion data of various action using optic motion Capture of motion Capture equipment in this treatise, and investigated about problem that appear when applied in character that is different from a person.

A 3D Terrain Reconstruction System using Navigation Information and Realtime-Updated Terrain Data (항법정보와 실시간 업데이트 지형 데이터를 사용한 3D 지형 재구축 시스템)

  • Baek, In-Sun;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
    • /
    • v.10 no.6
    • /
    • pp.157-168
    • /
    • 2010
  • A terrain is an essential element for constructing a virtual world in which game characters and objects make various interactions with one another. Creating a terrain requires a great deal of time and repetitive editing processes. This paper presents a 3D terrain reconstruction system to create 3D terrain in virtual space based on real terrain data. In this system, it converts the coordinate system of the height maps which are generated from a stereo camera and a laser scanner from global GPS into 3D world using the x and z axis vectors of the global GPS coordinate system. It calculates the movement vectors and the rotation matrices frame by frame. Terrain meshes are dynamically generated and rendered in the virtual areas which are represented in an undirected graph. The rendering meshes are exactly created and updated by correcting terrain data errors. In our experiments, the FPS of the system was regularly checked until the terrain was reconstructed by our system, and the visualization quality of the terrain was reviewed. As a result, our system shows that it has 3 times higher FPS than other terrain management systems with Quadtree for small area, improves 40% than others for large area. The visualization of terrain data maintains the same shape as the contour of real terrain. This system could be used for the terrain system of realtime 3D games to generate terrain on real time, and for the terrain design work of CG Movies.

Massive Terrain Rendering Method Using RGBA Channel Indexing of Wavelet Coefficients (웨이블릿 압축 계수의 RGBA채널 인덱싱을 이용한 대용량 지형 렌더링 기법)

  • Kim, Tae-Gwon;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Game Society
    • /
    • v.13 no.5
    • /
    • pp.55-62
    • /
    • 2013
  • Since large terrain data can not be loaded on the GPU or CPU memory at once, out-of-core methods which read necessary part from the secondary storage such as a hard disk are commonly used. However, long delay may occur due to limited bandwidth while loading the data from the hard disk to memory. We propose efficient rendering method of large terrain data, which compresses the data with wavelet technique and save its coefficients in RGBA channel of an image us, then decompresses that in rendering stage. Entire process is performed in GPU using Direct Compute. By reducing the amount of data transfer, performing wavelet computations in parallel and doing decompression quickly on the GPU, our method can reduce rendering time effectively.

Acceleration of GPU-based Volume Rendering Using Vertex Splitting (정점분할을 이용한 GPU 기반 볼륨 렌더링의 가속 기법)

  • Yoo, Seong-Yeol;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Game Society
    • /
    • v.12 no.2
    • /
    • pp.53-62
    • /
    • 2012
  • Visualizing a volume dataset with ray-casting which of visualization methods provides high quality image. However it spends too much time for rendering because the size of volume data are huge. Recently, various researches have been proposed to accelerate GPU-based volume rendering to solve these problems. In this paper, we propose an efficient GPU-based empty space skipping to accelerate volume ray-casting using octree traversal. This method creates min-max octree and searches empty space using vertex splitting. It minimizes the bounding polyhedron by eliminating empty space found in the octree traveral step. The rendering results of our method are identical to those of previous GPU-based volume ray-casting, with the advantage of faster run-time because of using minimized bounding polyhedron.

Highlights Detection based on Chat Traffic in Personal Broadcasting (개인방송에서 채팅 트래픽을 기반으로 한 하이라이트 검출)

  • Kim, Eun-Yul;Lee, Gyemin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2017.11a
    • /
    • pp.60-63
    • /
    • 2017
  • 최근 개인방송에 대한 관심이 증가하면서 개인 방송 제작자와 콘텐츠의 수가 급증하고 있다. 이에 시청자의 선택이 용이하도록 방송 내용 중 흥미를 끌 만한 장면을 모아 하이라이트를 제공하는 서비스에 대한 요구가 커지고 있다. 본 논문에서는 전문 편집자나 편집 기술 없이 자동으로 하이라이트를 검출하는 방법을 제시한다. 제안하는 알고리즘은 개인 방송의 채팅 정보를 이용하며, 시간에 따른 채팅의 빈도 변화를 통해 하이라이트 구간을 검출한다. 검출 알고리즘은 시청자 선호도가 높은 게임 방송에 적용하여 그 성능을 확인하였다.

  • PDF

Advanced Health Care Cycle Based on Sensor Network (센서 네트워크를 기반으로 한 개선된 헬스케어 싸이클)

  • Lim, Hee-Sung;Koo, Ja-Myoung;Mun, Chang-Min;Kim, Ji-Eun;Lee, Kang-Whan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2008.05a
    • /
    • pp.491-494
    • /
    • 2008
  • 최근 유비쿼터스의 활용이 확장되고 있다. 헬스분야에도 예외는 아니다. 기존의 헬스 싸이클은 단지 고정된 싸이클에 현재 자신의 속도와 맥박 등의 일반적인 정보만 제공하기 때문에 장시간이나 장기간의 운동을 하기에는 시간이 지날수록 흥미도가 떨어지고, 자신에 맞는 운동을 하기도 어렵다. 본 논문에서 논의하는 헬스 싸이클은 센서 네트워크와 DB를 접목한 상증 인식 시스템을 이용하여 자신이 현재 상태와 운동 진행 상태를 분석한 맞춤 운동을 할 수 있다. 사용자는 부착된 체온센서와 심전도센서를 통해서 자신의 상태를 실시간으로 확인하게 된다. 센싱된 신호들을 효율적으로 관리하기 위해서 센서네트워크를 형성하여 모든 신호들은 싱크노드에 집중되게 된다. 이 신호들과 DB에 기록된 사용자의 과거 운동기록을 활용하여 현재 운동중인 사용자의 신체적인 상태를 체하게 된다. 이러한 상황인식을 통해서 운동자에게 위험한 요소를 제거하거나 효과적인 운동이 가능하도록 자동으로 제어해주는 것이 이 헬스싸이클의 특징이다. 또한 여기에 충격감지 센서, 유압펌프제어, Python을 이용한 3D 게임엔진을 더하여 운동시에 가상현실적인 상황을 만들고자 하였으며 장시간의 운동에도 흥미가 떨어지지 않도록 하는 것도 상기 헬스싸이클의 특징이다.

  • PDF

Course Probability of Yut according to Starting Order (출발순서에 따른 윷말의 코스 경유 확률)

  • Cho, Daehyeon
    • The Korean Journal of Applied Statistics
    • /
    • v.28 no.3
    • /
    • pp.443-455
    • /
    • 2015
  • The Korean game of yut is a traditional games that everyone can enjoy regardless of gender or ages. Yut consists of four sticks with a Head and Tail. We are interested in the course probabilities in the game of yut that are different according to the starting order of the four pieces of yut. So we consider the probabilities of five results of yut which we toss according to the probability of Head. We calculate probabilities according to 4 courses where one piece of yut can go through in a yutpan according to the starting order of each piece of yut.

Real-Time Motion Blur using Approximated Motion Trails (이동궤적 근사 다면체를 이용한 실시간 모션블러 기법)

  • Hong, MinhPhuoc;Choi, Jinhyung;Oh, Kyoungsu
    • Journal of Korea Game Society
    • /
    • v.17 no.1
    • /
    • pp.17-26
    • /
    • 2017
  • Several algorithms have been introduced to render motion blur in real time by solving the visibility problem in the spatio-temporal domains. However, some algorithms render at interactive frame rates but have artifacts or noise. Therefore, we propose a new algorithm that renders real-time motion blur using extruded triangles. Our method uses two triangles in the previous and the current frame to make an extruded triangle then send it to the rasterization. To solve the occlusion between extruded triangles for a given pixel, we introduce a combining solution using a sorting in front to back order and bitwise operations in the spatio-temporal dimensions.

Min-Max Octree Generation Using CUDA (CUDA를 이용한 최대-최소 8진트리 생성 기법)

  • Lim, Jong-Hyeon;Shin, Byeong-Seok
    • Journal of Korea Game Society
    • /
    • v.9 no.6
    • /
    • pp.191-196
    • /
    • 2009
  • Volume rendering is a method which extracts meaningful information from volume data and visualizes those information. In general, since the size of volume data gets larger, it is very important to devise acceleration methods for interactive rendering speed. Min-max octree is data structure for high-speed volume rendering, however, its creation time becomes long as the data size increases. In this paper, we propose acceleration method of min-max octree generation using CUDA. Firstly, we convert one-dimensional array from volume data using space filling curve. Then we make min-max octree structures from the sequential array and apply them to acceleration of volume ray casting.

  • PDF