• Title/Summary/Keyword: 3D Engine

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Engine Technology Design of On-line 3D Game (온라인 3D 게임의 엔진 테크놀러지 디자인)

  • Choi, Hak-Hyun;Kim, Jung-Hee
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.579-586
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    • 2007
  • The process of developing a online 3D game engine involves designing details of the engine, alpha test, adjustment, supplementation, beta test and introduction, and an online 3D game engine is made of a server engine and client engine. The server engine, which is made of server construction part, distribution center and DB construction part for building asymmetric multiple servers, is developed by Linux, and the client engine, which is made of a graphic part, sound part, AI part and object management part, is developed by using DirectX in Windows, and it proposes an engine configuration and method based on 3D engine technology by analyzing the network technology, which is a common engine technology.

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The Implementation of a 3D Game Engine based on DirectX 9

  • Kang, Hyun-Myung;Rhee, Woo-Seop
    • International Journal of Contents
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    • v.4 no.3
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    • pp.35-40
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    • 2008
  • Recently, almost games are using the 3D environment. Therefore, it required strongly that well-structured 3D engine or tools for development of some complicate 3D applications efficiently. In this paper, we design and implement a 3D engine (PLay engine) using the DirectX 9 SDK of the Microsoft corporation. The PLay engine has independent module structure, which has object oriented characteristics. and has not only 3D rendering functions but efficient algorithms. Moreover, we implement some tools what has compatibility with our engine for convenience. Therefore, it helps development of a 3D application easily and efficiently. We also describe each module with 2-layer structure, and each tool with compatible module, and make a simple game using PLay engine for testify.

A Study on Game Production Education through Recent Trend Analysis of 3D Game Engine (3D 게임 엔진의 최신 동향 분석을 통한 게임 제작 교육에 관한 연구)

  • Lee, Myoun-Jae
    • Journal of the Korea Convergence Society
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    • v.4 no.1
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    • pp.15-20
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    • 2013
  • Game engines that allow you to reuse the necessary software components in the development of the game. There are representative game engines such as unreal engine, cry engine, unity3D engine. This paper describes recent game engine technologies, discuss next game engine trend focused on those game engines. And then, proposes educational methods on game production.

An Efficient Skinned-Mesh Process For Mobile 3D Game Engine (모바일 3D 게임 엔진을 위한 효율적인 스킨드 메시 처리)

  • Cho, Jong-Keun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.87-93
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    • 2008
  • The game engine has executed an application after making a mobile 3D game engine which is based on mobile 3D standard graphic API using openGL-ES so far. But, We could not do it satisfactorily that contents compatibility of various types as a various low-level's function is supported. At this point, This study introduce a mobile 3D game engine which is based on mobile 3D standard graphic API using JSR-184 that supporting a high-level's API more than openGL-ES and optimizing to Java environment on J2ME in the center of GSM phone. Also, We shows that the proposed skinned-mesh scheme for enhancing the process speed of a 3D object on JSR-184 engine. The experimental results are shown.

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Using the Physics engine to collision detection of 3D Game Object (물리 엔진을 이용한 3차원 게임 객체의 충돌 처리)

  • Kang, Jung-Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.711-712
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    • 2009
  • This paper proposes the collision detection of objects of variety how to implement method and corresponding problems in 3D game engine. Specially, I propose the algorithm using a game engine technique to produce 3D game contents.

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3D Game Rendering Engine Degine using Empty space BSP tree (Empty space BSP트리를 이용한 3D 게임 렌더링 엔진 설계)

  • Kim Hak-Ran;Park Hwa-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.3 s.35
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    • pp.345-352
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    • 2005
  • This paper aims to design Game Rendering Engine for real-time 3D online games. Previous, in order to raise rendering speed, BSP tree was used to partitioned space in Quake Game Engine. A game engine is required to develop for rapidly escalating of 3D online games in Korea. too. Currently rendering time is saved with the hardware accelerator which is working on the high-level computer system. On the other hand, a game engine is needed to save rendering time for users with low-level computer system. Therefore, a game rendering engine is which reduces rendering time by PVS look-up table using Empty space BSP tree designed and implemented in this paper

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Single DLP Optical Engine for Solid Volumetric True 3D Display

  • Huaxia, Wu;Qibin, Feng;Guoqiang, Lv;Dongdai, Dongdai
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.1371-1374
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    • 2009
  • According to depth cues of an image, the optical engine of the solid volumetric true 3D display can project a sequence of slices of a 2D image to corresponding display at a set of liquid shutters (LC) locating at different depth. A single DLP optical engine developed for a solid volumetric true 3D display consists of a lamp, reflector, color wheel, hollow integrator, relays, DMD, and projection lens. The simulation results show that the optical engine designed for single DLP volumetric true 3D display satisfies the requirements.

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Evaluate the Effect of the Intake Manifold Geometry on Cylinder-to-cylinder Variation Using 1D-3D Coupling Analysis (1D-3D 연동해석을 통한 흡기 매니폴드 형상이 실린더별 유동 분배에 미치는 영향 평가)

  • Park, Sangjun;Cho, Jungkeun;Song, Soonho;Cho, Jayun;Wang, Taejoong
    • Transactions of the Korean Society of Automotive Engineers
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    • v.24 no.2
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    • pp.161-168
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    • 2016
  • CNG engine has been used as a transportation because of higher thermal efficiency and lower CO2 and particulate matter. However its out put power is decreased due to cylinder-to-cylinder variation during the supply of air-fuel mixture to the each cylinder. It also causes noise and vibration. So in this study, 1D engine simulation model was validated by comparison with experiment data and 3D CFD simulation was conducted to steady-state flow analysis about each manifold geometry. Then, the effects of various intake manifold geometries on variation were evaluated by using 1D-3D coupling analysis at engine speed of 2100 rpm range in 12 L CNG engine. As a result, variation was improved about 4 % though 3D CFD analysis and there was a variation within 3 % using 1D-3D coupling analysis.

A study on Optimizing Mobile 3D Game Engine using JSR-184

  • Cho, Jong-Keun;Lee, Shin-Jun;Choo, Moon-Won
    • International Journal of Contents
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    • v.3 no.4
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    • pp.8-14
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    • 2007
  • This study focuses on modeling mobile 3D game engine and suggesting modified skinned-mesh schema based on JSR-184 in order to improve the performance in terms of memory consumption and time complexity. Most of the 3D games have used OpenGL-ES low-level APls, which may limit portability and fast developing time. Hence, the 3D mobile game engine providing high-level APls which works on GSM (Global System for Mobile Communication) phones on J2ME, is proposed here in order to optimize the performance for Java environment abiding JSR-184 standard. To prove performance enhancement, skinned-mesh schema on JSR-184 engine is modified and tested. The experimental results are shown.

3D Wear Analysis of Valve Assemblies by Using the Machine Vision (머신비전을 이용한 밸브어셈블리의 3차원 마멸특성 분석)

  • Park Chang-Woo;Chung Sung-Chong
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.30 no.5 s.248
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    • pp.496-504
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    • 2006
  • Wear of engine valves and seat inserts is a major factor affecting engine performance. In order to improve quality and life of valve assemblies, wear mechanism and 3-D surface topography should be analyzed according to operating conditions of the engine. After developing an engine simulator that generates valve speed up to 90Hz and temperature up to $900^{\circ}C$ as well as controls test load, wear experiments have been conducted for two different engine speeds as 10Hz and 25Hz. In order to observe the wear characteristics and monitor surface conditions of the valve assemblies, a cost-effective 3-D wear analysis system based on the shape from focus(SFF) and machine vision has been fabricated in this paper. 3-D surface topography of the valve assemblies has been analyzed to understand the wear behavior according to operating conditions of the engine. Consequently, wear volume of the valve assemblies is quantized by using the developed 3-D wear analysis system.