• Title/Summary/Keyword: 정적 오브젝트

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A Shadow Mapping Technique Separating Static and Dynamic Objects in Games using Multiple Render Targets (다중 렌더 타겟을 사용하여 정적 및 동적 오브젝트를 분리한 게임용 그림자 매핑 기법)

  • Lee, Dongryul;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.99-108
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    • 2015
  • To identify the location of the object and improve the realism in 3D game, shadow mapping is widely used to compute the depth values of vertices in view of the light position. Since the depth value of the shadow map is calculated by the world coordinate, the depth values of the static object don't need to be updated. In this paper, (1) in order to improve the rendering speed, using multiple render targets the depth values of static objects stored only once are separated from those of dynamic objects stored each time. And (2) in order to improve the shadow quality in the quarter view 3D game, the position of the light is located close to dynamic objects traveled along the camera each time. The effectiveness of the proposed method is verified by the experiments according to the different static and dynamics object configuration in 3D game.

Comparative Analysis of Projectile Collision Detection Methods in Unity3D (Unity3D엔진에서 투사체 충돌처리 방법의 비교분석)

  • Seo, Jong-Seok;Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.01a
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    • pp.181-182
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    • 2017
  • 게임에서 캐릭터와 몬스터 간, 캐릭터와 캐릭터 간, 피격처리 등을 위해서는 충돌처리가 필요하다. 본 논문에서는 Unity3D 엔진에서 지원하는 충돌처리 방법을 비교분석하였다. Unity3D 엔진에서 지원하는 충돌처리 방법은 Collider 방식과 Raycast 방식이 있으며, Collider 방식은 정적이거나 속도가 아주 느린 오브젝트에 사용하고, Raycast방식은 속도가 빠른 투사체를 구현하는데 적합하다.

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Design and Implementation of the Survival Game API Using Dependency Injection (의존성 주입을 활용한 서바이벌 게임 API 설계 및 구현)

  • InKyu Park;GyooSeok Choi
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.4
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    • pp.183-188
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    • 2023
  • Game object inheritance and multiple components allow for visualization of system architecture, good code reuse, and fast prototyping. On the other hand, objects are more likely to rely on high latency between game objects and components, static casts, and lots of references to things like null pointers. Therefore, It is important to design a game in such a way so that the dependency of objects on multiple classes could be reduced and existing codes could be reused. Therefore, we designed the game to make the classes more modular by applying Dependency Injection and the design patterns proposed by the Gang of Four. Since these dependencies are attributes of the game object and the injection occurs only in the initialization pass, there is little performance degradation or performance penalty in the game loop. Therefore, this paper proposed an efficient design method to effectively reuse APIs in the design and implementation of survival games.

Deformation of Objects in Real Scenes using Image-Based Method (실사 오브젝트의 이미지 기반 변형기법)

  • Chung Han-Vit;Lee In-Kwon
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11a
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    • pp.679-681
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    • 2005
  • 배경은 정적인 실사 이미지이며 주요 등장 인물은 CG캐릭터인 경우, 배경 이미지 내의 객체와 CG 캐릭터 간에 상호 작용을 다루기 위하여 일반적으로 배경 내의 객체를 CG 캐릭터로 대체하는 방법을 사용한다. 그러나 본 연구에서는 배경의 객체를 직접 변형시키는 새로운 기법을 제안한다. 우리는 배경 내의 객체를 간단히 표현한 3D 모델로부터 정보를 얻어와 이미지 변형 기법을 이용하여 직접 배경의 객체를 변형시키고, ERI(Expression Ratio Image) 기법을 이용하여 변형된 배경의 객체에 달라진 조명 효과를 반영하는 방법을 사용하였다. 이 기법은 원본 이미지를 그대로 사용하므로, 실사와 같은 높은 품질의 결과물을 얻을 수 있다.

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Protection and Restoration of GMPLS LSP using CR-LDP Detours (CR-LDP 우회를 통한 GMPLS LSP의 보호 및 복구)

  • 김진형;정재일
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.12B
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    • pp.1051-1059
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    • 2003
  • The key feature of GMPLS is the provision of network resources and the automatic set-up of a path. And the mechanism of protection and restoration of a path is presented when network component fails. This paper suggests CR-LDP Static Detour Mechanism and Dynamic Detour Mechanism. CR-LDP Detours are a mechanism to set up detour paths automatically at every node to protect working path. Hence suggested mechanism performance is compared with existing mechanisms by computer simulation.

Grouping-based 3D Animation Data Compression Method (군집화 기반 3차원 애니메이션 데이터 압축 기법)

  • Choi, Young-Jin;Yeo, Du-Hwan;Klm, Hyung-Seok;Kim, Jee-In
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.461-468
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    • 2008
  • The needs for visualizing interactive multimedia contents on portable devices with realistic three dimensional shapes are increasing as new ubiquitous services are coming into reality. Especially in digital fashion applications with virtual reality technologies for clothes of various forms on different avatars, it is required to provide very high quality visual models over mobile networks. Due to limited network bandwidths and memory spaces of portable devices, it is very difficult to transmit visual data effectively and render realistic appearance of three dimensional images. In this thesis, we propose a compression method to reduce three dimensional data for digital fashion applications. The three dimensional model includes animation of avatar which require very large amounts of data over time. Our proposed method utilizes temporal and spatial coherence of animation data, to reduce the amount. By grouping vertices from three dimensional models, the entire animation is represented by a movement path of a few representative vertices. The existing three dimensional model compression approaches can get benefits from the proposed method by reducing the compression sources through grouping. We expect that the proposed method to be applied not only to three dimensional garment animations but also to generic deformable objects.

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