• Title/Summary/Keyword: 3D Game Engine

Search Result 159, Processing Time 0.021 seconds

Design and Implementation of Cultural Property Learning Contents Using Augmented Reality (증강현실을 이용한 문화재 학습 콘텐츠 설계 및 구현)

  • Seong, Min-Je;Lee, Dae-Hyun
    • Journal of Digital Contents Society
    • /
    • v.18 no.5
    • /
    • pp.831-837
    • /
    • 2017
  • The popularization of smart phones is increasing interest in individual customized service and various systems have been changing in order to meet such changes to satisfy facilities such as museums. Museum has the element of view, contained purpose of history education, also has role as institution that should have fun and education. In order to achieve this purpose, it is necessary to arouse sufficient interest in cultural assets, In parallel, to provide various contents of cultural assets is essential. Therefore, to provide an efficient viewing cultural assets services in this study make a study to effective method for combined education and evaluation using Unity3D engine and SDK for Vuforia called Augmented Reality development.

Implementation of Raindrop Rendering Using Unity3D Engine (Unity3D를 이용한 빗방울 렌더링 구현)

  • Lee, MyounJae;Kim, Kyoung-Nam
    • Journal of Digital Convergence
    • /
    • v.12 no.1
    • /
    • pp.519-524
    • /
    • 2014
  • This research is the study of raindrop rendering. In case of rendering for raindrop in existing games, it is used on sprites images or roughly raindrops images using texture rendering. These methods are similar to the shape and size of all rendered raindrop. That's why players are limitations to provide a sense of reality. To overcome this limitation, this paper proposes a method for generating raindrop considering surface tension and contac angle, the amount of water, implements the raindrop using Unity3D engine. To demonstrate the usefulness of this paper, this paper shows the generated raindrop in accordance with the change in the area and pulling force in surface tension formula. This paper can help to provide the actuality in game in case of rendering the raindrop.

3D Clothes Modeling of Virtual Human for Metaverse (메타버스를 위한 가상 휴먼의 3차원 의상 모델링)

  • Kim, Hyun Woo;Kim, Dong Eon;Kim, Yujin;Park, In Kyu
    • Journal of Broadcast Engineering
    • /
    • v.27 no.5
    • /
    • pp.638-653
    • /
    • 2022
  • In this paper, we propose the new method of creating 3D virtual-human reflecting the pattern of clothes worn by the person in the high-resolution whole body front image and the body shape data about the person. To get the pattern of clothes, we proceed Instance Segmentation and clothes parsing using Cascade Mask R-CNN. After, we use Pix2Pix to blur the boundaries and estimate the background color and can get UV-Map of 3D clothes mesh proceeding UV-Map base warping. Also, we get the body shape data using SMPL-X and deform the original clothes and body mesh. With UV-Map of clothes and deformed clothes and body mesh, user finally can see the animation of 3D virtual-human reflecting user's appearance by rendering with the state-of-the game engine, i.e. Unreal Engine.

A study on intelligent services using 3D modeling (3차원 모델링을 적용한 지능형 서비스에 관한 연구)

  • Eunji Kim;Lee ByongKwon
    • Journal of Digital Policy
    • /
    • v.2 no.2
    • /
    • pp.1-6
    • /
    • 2023
  • This thesis was developed so that users can access tourism services more easily by utilizing Unity based on the metaverse. The core function and environment of the program were created using Unity, a game production tool, to create a virtual space. In the virtual space, it is implemented so that the tourist service can be used from various angles and positions through NPCs to which control and camera viewpoints are applied. This project is a content that allows you to visit tourist attractions in a virtual world without going to the site by using virtual reality technology. The background and goal of the project is to make it into a game form using a UI frame and fuse it into a simple game form to add fun elements to enable virtual reality tourist experience applying game for tourist attraction publicity.

Development of Core Module and Web System for a Visualization Platform for the 3D GIS Service of Disaster Information using Unity (재난정보 3차원 GIS 서비스를 위한 Unity 기반 시각화 플랫폼 핵심모듈 개발 및 웹 시스템 구축)

  • Gang, Su Myung;Ryu, Dong Ha;Kim, Tae Su;Park, Hyeon Cheol;Kim, Jin Man;Choung, Yun Jae
    • Journal of Korea Multimedia Society
    • /
    • v.20 no.3
    • /
    • pp.520-532
    • /
    • 2017
  • Large-scale natural disasters such as typhoon and localized torrential downpour cause widespread human and property damages. Recently, management systems using GIS are being developed to manage such disasters from various angles. Integrated disaster management encompasses diverse areas such as prediction through the computation of disaster information and field support for response. The development of disaster information systems must also consider the installation of various computation modules. Furthermore, GIS is generally included for realistic description of the field situation and for spatial operations. This study aims to develop the core module of a visualization platform for the 3D GIS services of integrated disaster information using Unity engine This system will enable integrated disaster management from various angles, encompassing disaster prevention experts, field support personnel, and citizens.

Implementation of AR Remote Rendering Techniques for Real-time Volumetric 3D Video

  • Lee, Daehyeon;Lee, Munyong;Lee, Sang-ha;Lee, Jaehyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.12 no.2
    • /
    • pp.90-97
    • /
    • 2020
  • Recently, with the growth of mixed reality industrial infrastructure, relevant convergence research has been proposed. For real-time mixed reality services such as remote video conferencing, the research on real-time acquisition-process-transfer methods is required. This paper aims to implement an AR remote rendering method of volumetric 3D video data. We have proposed and implemented two modules; one, the parsing module of the volumetric 3D video to a game engine, and two, the server rendering module. The result of the experiment showed that the volumetric 3D video sequence data of about 15 MB was compressed by 6-7%. The remote module was streamed at 27 fps at a 1200 by 1200 resolution. The results of this paper are expected to be applied to an AR cloud service.

A Study on Creating Animation for Sport Climbing using Game Engine (게임 엔진을 활용한 스포츠 클라이밍 자세 및 동작의 사실적인 3D 애니메이션 구현 방안 연구)

  • Lee, Eun-Young;Cha, Kyungsik;Heo, Myeong-Hyeon;Kim, Dongho
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2015.04a
    • /
    • pp.962-965
    • /
    • 2015
  • 스포츠 클라이밍에서 효율적인 등반을 위해서는 인공 암벽의 홀드 위치 및 형태에 따라 역학적으로 이득이 높은 자세를 취할 수 있도록 반복적인 훈련이 필요하다. 교육자는 초급 수준의 등반자를 교육하기 위해서 매번 직접 시범을 보여야 하는 불편함이 있다. 만약 등반자 혼자서도 자세를 배울 수 있는 사실적인 등반 애니메이션이 제공된다면, 효율적인 훈련이 가능할 것이다. 이에 본 논문에서는 게임 엔진의 역운동학 기능으로 제작 과정을 간소화하고 게임 콘솔용 깊이 카메라 기반의 모션 캡쳐 데이터를 분석 및 적용하여 올바른 등반 자세 교육을 위한 3D 캐릭터 애니메이션을 제작하는 방법을 제시한다. 향후 애니메이션이 제작되면 스포츠 클라이밍 교육 콘텐츠를 제작의 기초가 되어 기존 등반 교육 과정에서 제공하지 못했던 새로운 경험을 등반가들에게 제공할 것이다.

A Study of the Effect of Character Perspectives on the Player's Moral Decision in Interactive Story (인터랙티브 스토리 내에서 플레이어의 도덕적 결정에 대한 캐릭터 시점의 영향 연구)

  • Yang, Jung-Woo;Gang, Shin-Jin;Bae, Byung-Chull
    • Journal of Korea Game Society
    • /
    • v.16 no.6
    • /
    • pp.111-120
    • /
    • 2016
  • This paper aims to study whether the perspective of the character controlled by a player can affect the player on her moral decision. To this end we designed and developed Castaway, an interactive story using Unity3D game engine. The main story plot of Castaway is based on the trial 'R v Dudley and Stephens (also known as mignonette 1884) which occurred at 1884 in U.K. In Castaway, the player can choose either the accused or the victim, and then play the interactive story with the perspective of the chosen character. To investigate the relationship between the player's empathy to the player character and player's moral decision, we conducted a small-scale (n=10) pilot study. Results of the pilot study have shown that different perspectives can influence the player on her empathy to player character and her moral decision. In near future we plan to conduct a main study with more participants.

The Study on Efficiency Analysis of 3D Animation Production Process Using Unreal Live Link for Autodesk Maya (언리얼 라이브 링크를 이용한 3D애니메이션 제작 공정의 효율성 분석 연구)

  • Chongsan Kwon;Si-min Kim
    • Journal of Industrial Convergence
    • /
    • v.21 no.9
    • /
    • pp.11-21
    • /
    • 2023
  • There have been many studies to improve the efficiency of the CG production process, but it was not easy to overcome the problem that it was difficult to check the result in the middle of work and it took a lot of time for rendering. However, as the possibility of using Unreal Live Link, which can check the result in real-time, is increasing, expectations for improving the efficiency of the production process are rising. This study analyzed the efficiency of the 3D animation production process using Unreal Live Link. To this end, modeling, rigging, animation, and layout work were done in Maya, and the final output image sequence was rendered in Unreal Engine through Unreal Live Link. And the difference between this production process and the existing production process in which the final output image sequence is rendered in the 3D software itself was compared and analyzed. As a result of the analysis, unlike the traditional 3D animation production process, it was possible to check the final work result in real-time by proceeding with the work through a high-quality viewport screen, and it was found that the efficiency of work was maximized by deriving the final result through real-time screen capture. Recently, the use of game engines in the 3D animation and film industry is gradually increasing, and the efficiency of work is expected to be maximized if Unreal Live Link is used.

Comparative Analysis of Realtime 3D Open Source Game Engine (실시간 3차원 공개 게임엔진 비교 분석)

  • Heo, Won;Hwang, Yo-Han;Kim, Dong-Gyun;Shin, Dong-Kyoo;Shin, Dong-Il
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2002.04a
    • /
    • pp.249-252
    • /
    • 2002
  • 본 논문에서는 실시간 3 차원 공개 게임 엔진에 대해서 간단한 소개와 함께 게임 엔진으로서 중요한 요소를 기준으로 비교분석 하였다. 개인의 개발연구용과 학교 및 연구소에서 비영리적으로 이용이 가능한 실시간 3 차원 게임 엔진에 대해서 간단하게 소개하며 각각의 특성을 비교 분석함으로써 더 많은 개발자들의 게임 엔진 연구에 효과적인 역할을 하였으면 한다.

  • PDF