• Title/Summary/Keyword: 게임 그래픽

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A Study on The Development of Motion Blur Effects based for 3D Graphic Game (3D 그래픽 게임에서 모션블러 효과 개발을 위한 연구)

  • 최학현;이명학;김정회
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.721-723
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    • 2003
  • 오늘날 2D 그래픽 게임 개발에서 점차적으로 3D 그래픽 게임을 만들게 되는 추세이다. 3D 그래픽 게임의 문제는 역시 그래픽 처리 속도이다. 많은 3D 그래픽 게임 개발사들이 제한된 하드웨어의 성능으로 인하여 표현에 한계를 받고 있는 것이 사실이다. 또한 하드웨어의 발달의 3D 그래픽 게임을 즐기는 게임 유저들에게 보다 나은 게임 환경에 대한 욕구가 늘어나게 된 것이다. 3D 그래픽 게임에 화려하고 멋진 그래픽 기술들이 존재한다. 그러한 기술들은 고성능의 하드웨어를 요구하는 것들이 많고 실제적으로 게임에서 사용되는 데는 많은 어려움을 가지고 있다. 본 논문에서는 이러한 어려운 문제점의 하나인 Motion Blur Effect의 문제점을 파악하고 이를 해결 할 수 있는 방법들을 모색하고자 하였으며 3D 그래픽 게임에서의 Motion Blur Effect 의 가장 큰 문제점인 게임 속도의 전반적인 속도 저하를 해결하는 방법과 프로그램 디자인과 프로그램 구현을 Offscreen Buffer를 이용하는데에 초점을 두었다.

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The Development Process of Quality Evaluation Indicators for Game Graphical Data (게임 그래픽 데이터의 품질평가지표 개발 프로세스)

  • Yoon, Seon-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.113-114
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    • 2012
  • 게임이 기획, 그래픽, 프로그램의 복합적 기능을 가진 콘텐츠이지만 특별히 수준 높은 그래픽 데이터는 이용자의 만족도, 몰입 등에 긍정적인 영향을 미치는 중요한 영역이다. 그러나 아직 국내외에 게임 그래픽 데이터의 품질을 객관적으로 평가할 수 있는 기준이 마련되어 있지 않다. 이에 따라 본 논문에서는 게임 그래픽 데이터의 품질 평가를 위한 지표를 개발하는 프로세스를 제안한다. 제안된 프로세스는 그래픽 데이터의 품질 평가 영역 추출을 위한 방법과 세부 평가 지표 마련을 위한 평가 항목 추출방법들로 구성된다. 본 연구 결과는 고품질 게임 개발을 위한 품질평가 지표 개발에 적용될 것이며 관련 분야의 품질평가 모델 개발의 참조 모델이 될 것이다. 향후 본 연구는 국내외 게임 그래픽 데이터의 품질평가 표준안 설계 개발로 진행될 예정이다.

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A Study on the Director for 3D Typographic Game Background (게임 배경 3D 타이포 그래픽 연출에 관한 연구)

  • Joo, Heon-Sik
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.271-272
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    • 2014
  • 본 연구에서는 게임 배경 제작을 위한 3D 타이포 그래픽 연출에 관한 연구를 제안한다. 게임 배경에 어울리는 타이포그래픽을 연출함으로써 게임에 대한 몰입과 그 게임에 대한 호기심을 유발하며, 그 게임의 특성을 나탄 낸다. 따라서 게임 배경의 타이포 그래픽의 효과가 크다고 할 수 있다. 따라서 게임 CD 타이틀 제작 등의 분야에 응용되며, 타이포 그래픽의 효과를 높인다.

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A study on the skill education of 3D game graphics data using VRML (VRML을 이용한 3D 게임 그래픽 제작 교육 방법에 대한 연구)

  • 김치훈
    • Archives of design research
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    • v.17 no.3
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    • pp.101-110
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    • 2004
  • The purpose of this study is to draw a distinction between general computer graphics courses and game development ones and to find out making various improvements in game graphics courses. In addition to general hand-drawing skills and computer graphics technology which are essential for the students who major in game graphics; however, the special classes should be required for them to comprehend the work process of game development and to produce the game graphics data. This necessity of the discriminative education is going to be an identification of game development department. Although loading game data onto a game engine and finding out the solution to problems of data is one of the excellent settlement for educating game graphics students, it is not possible to purchase the commercial game engine such as Quake or Lithtech and to analyze the commercial program libraries. For this reason, this research presents the replacement of commercial game engine with VRML97 for the academic purpose and shows what effect upon education will be. It is expected that the VRML97 can be a substitute of the game engine for the effectiveness of game graphics education with more active study and verification of game fields.

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A Study of Motion Graphics Effects in Moving for Video Game Contents Projection (비디오 게임 콘텐츠 제작을 위한 모션그래픽 움직임 효과에 관한 연구)

  • Ju, Heon-Sik
    • 한국게임학회지
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    • v.9 no.1
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    • pp.15-23
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    • 2012
  • In this paper, studied about an effect in motion graphics to make video game contents projects. Using the motion graphics to make video game contents projects was applied with various effects. The effects in motion graphics is divided in two ways that moving effects and a motion image effects. The various effects of motion graphics extremely increases the effects of the video game contents projects. The various effects in the motion graphics, expects to be applied in the video game that can be more developed creative in video arts.

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A Method for Efficient Game Graphic Education Applied the MOD Type Game (MOD형 게임을 적용한 효율적인 게임그래픽 교육 방안)

  • Kim, Jong-Koo;Jung, Kwang-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.1037-1040
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    • 2009
  • 본 논문에서는 게임그래픽 교육의 차별화를 위한 학습도구의 하나로 MOD형 게임을 이용한 학습방법을 도입하였다. MOD형 게임이란 수정 변형(Modification)이 가능한 게임이란 의미로, 그래픽 학습자들이 직접 작업한 소스를 게임에 적용해 볼 수 있는 기능을 제공하는 소프트웨어로 게임 그래픽의 특성을 이해하는데 필요한 실질적인 경험을 제공할 수 있다. MOD형 게임의 활용은 기존의 추상적 개념의 이론적 학습에서 불가능했던 실제적이고 구체적인 적용을 기반으로 하고 있기 때문에, 학습 효과와 게임그래픽 교육 방식과의 차별화를 가져온다.

A Study on the Characteristics of Minimalism on GUI in Game (게임 그래픽 유저 인터페이스(GUI)의 미니멀리즘(Minimalism) 특성에 관한 연구)

  • Kim, Yun-Kyung
    • Cartoon and Animation Studies
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    • s.31
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    • pp.249-266
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    • 2013
  • The purpose of this research is to study a case of the minimalism on Game Graphic User Interface design in Computer game. It is to analyse the minimal tendency on Game Graphic User Interface design in several Computer games such as Prince of Persia, Mirror's Edge, Splinter Cell, Gears of War, Call of Duty4, Metro 2033, Crysis2. These games expanded the field of Game Graphic User Interface design with the unique form of minimalism. Minimalism came from the formative arts in the 1960s and influenced to other fields of art. It seems to be an expression of various styles that promptly meet the needs of the times. Therefore, in this research, I would highlight the phenomenon of minimalisation in Game Graphic User Interface design and research the influence of Minimalism that appears in modern design focused on "simplicity" and "minimum" which are representative trend of Minimalism.

The raise the efficiency of game graphics design education using game engine : In focus of Unity3D and Torque (게임엔진 활용으로 게임 그래픽 교육 효율성 제고: 유니티3D(Unity3D)와 토크(Torque) 엔진을 중심으로)

  • Kim, Chee-Hoon;Park, Sung-Il
    • Cartoon and Animation Studies
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    • s.29
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    • pp.151-172
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    • 2012
  • Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.

A Study of NPR Techniques for Artistic Expressions In Game Graphics (게임 그래픽의 예술적 표현을 위한 NPR기법 연구)

  • Kim, Jong-Seo;Kwak, Hoon-Sung
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.59-70
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    • 2008
  • A game graphics, one of computer graphics, has grown rapidly and diversified expression techniques through continuous trials and studies. Rendering methods in game graphics are divided into two branches. The one is Protorealistic rendering method expressing realistic images like photos and the other is NPR(Non-Protorealistic rendering) method expressing emotion and artistry of human being. This paper analyzes how NPR techniques are used in game and what features are in their applications. And this paper suggests various effects for game graphics in an artistic viewpoint. So, this study aims at supporting production of more emotional, familiar and artistic games by understanding merits, demerits and applicabilities of recent NPR researches.

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A Case Study on the Implementation of a Graphic Special Effect Engine Based on a Particle System (파티클시스템 기반의 그래픽 특수효과 엔진의 구현 사례)

  • Lee, Byoung-Hwak;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.115-125
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    • 2009
  • Recently graphic hardwares have been developed remarkably, and domestic and foreign game users have demanded realistic and spectacular game graphics. Graphic special effects are one of methods to satisfy these requests, but we have not known any cases where graphic special effects are general and thus reusable. Based on the implementation of our graphic special effect engine and its application cases, this paper describes how to easily exploit graphic special effects in developing games. We define a standard file format in which special effect data can be saved and loaded, and thus those data can be reused easily. We also show that developers can test or preview special effects by exploiting our graphic special effect tool even before producing games.

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