• Title/Summary/Keyword: 3D Game Rendering Engine

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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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On Design of A Remote Partitioned Rendering System Using A Game Engine (게임엔진 기반 원격 분할 렌더링 시스템의 설계)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.5-14
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    • 2019
  • This paper proposes a remote partitioned rendering method for displaying 3D applications on large tiled displays, which were developed using the Unity game engine. With the proposed method, one can represent them without additional development or any modifications to the applications. The paper verifies its feasibility by applying to a sample Unity-based application.

Rendering Performance Evaluation of 3D Games with Interior Mapping (Interior Mapping이 적용된 3D 게임의 렌더링 성능 평가)

  • Lee, Jae-Won;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.49-60
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    • 2019
  • Interior Mapping has been used to reduce graphics resources. In this paper, rendering speed(FPS), the number of polygons, shader complexity and each resource size of Interior Mapping were compared to those of actual modeling in order to examine the performance of 3D games when the technology is adapted by utilizing Unreal Engine 4. In addition, for the efficient application, the difference in performance according to the resolution and detail of cube map texture was verified.

Surface Model and Scattering Analysis for Realistic Game Character

  • Kim, Seongdong;Lee, Myounjae
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.109-116
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    • 2021
  • In this paper, we considered that recently 3D game characters have been almost alike realistic expression because of a great mathematical computation and efficient techniques on GPU hardware. We presented the rendering technique and analysis for 3D game characters to simulate and render mathematical approach model from recent researches to perform the game engine for the surface reflection of lighting model. We compare our approach with the existing variant rendering techniques here using Open GL shader language on game engine. The experimental result will be provided the view-dependent visual appearance of variant and effective modeling characters for realistic expression using existing methods on the GPU for effective simulations and rendering process. Since there are many operations that are used redundantly while performing mathematical operations, the necessary functions and requirements have been to compute in advance.

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.

Comparative Analysis of Three-Dimensional Real-Time Rendering Methods

  • Kim, Gum-Young;Lee, Byong-Kwon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.1
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    • pp.23-32
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    • 2022
  • Image production using three-dimensional (3D) programs undergoes a process called rendering to visualize 3D data. Because this process is time-consuming and costly, the reduction of rendering cost has emerged as an important problem that requires resolution. This work aims to overcome the limitations of the current 3D image production pipeline and propose a method for reducing the production time by adopting a game engine for real-time rendering. In the experiment conducted in this study, rendering using Maya (a 3D production program) and Unity were compared and analyzed. The analysis results indicate that Unity enables rendering in real time; consequently, the rendering cost is reduced. Moreover, the quality of the rendered image is similar to that produced by Maya. The proposed technique involves reducing the render time and providing guidance through access to a real-time rendering engine.

A Study on an Optimization of 3D Rendering for Games using DirectX Graphics (DirectX Graphics기반 게임용 3D 렌더링 최적화에 대한 연구)

  • Woo, Seok-Jin;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.68-72
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    • 2001
  • DirectX Graphics plays the role of hardware independent 3 dimensional drawing interface for 3 dimensional video display. However the APIs in DirectX Graphics provide not only small improvement in velocity in the lowest level but also unstable performance of velocity according to their usages. In this paper, we present the structure of 3D game engine of efficient performance and describe functions and implementational features of game engines for an efficient 3D rendering in the environment of DirecX Graphics.

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3DCGI workflow proposal for reduce rendering time of drama VFX (드라마 VFX의 렌더링 시간 단축을 위한 3DCGI 워크플로우 제안)

  • Baek, Kwang Ho;Ji, Yun;Lee, Byung Chun;Yun, Tae Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.8
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    • pp.1006-1014
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    • 2020
  • Consumer expectations for drama VFX increased as the influx of overseas dramas increased due to the growth of OTT service, but the current production time of the drama production system has a negative effect on the quality and completion of work. This paper proposes a background rendering using a game engine and a subject rendering using background HDRI as environmental lighting. The proposed workflow is expected to reduce the production time of VFX and improve the quality of VFX. The proposed workflow was verified in 3 steps. Comparing game engine and rendering software according to the same lighting environment and camera distance, comparing rendering with existing rendering method and background HDRI generation, and validating the proposed workflow. For verification, quantitative evaluation was performed using Structual similarity index and histogram. This study is expected to be one of the options to improve the quality of VFX and improve the risk.

A Study on Development of an On-line 3D Game Engine (온라인 3D 게임엔진 개발에 관한 연구)

  • Lee, Hun-Joo;Park, Tae-Joon;Kim, Hyun-Bin
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.42-55
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    • 2003
  • Domestic game companies are competitive in developing on-line 2D game contents. However, they have difficulties in maintaining the competitive edge in the area of on-line 3D game technologies owing to the limited funds and technologies. The 3D on-line game engine technologies we have intended to propose in this research are highly expected to be the key technologies ensuring the competitive edge over other countries. For this, we propose a full 3D online game engine that reflects the cutting edge technologies trend in the computer gaming industry. Our game engine is integrated with rendering and animation core technologies to visualize the game world, and provides stable network service through the Internet using server technologies.

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Game engine using for production of Web comic crowd scene (웹툰 군중씬 제작을 위한 게임엔진 응용)

  • Jung, Jong-Pil
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.206-207
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    • 2020
  • 본 논문에서는 웹툰에서 사용되는 대규모 군중 격투씬을 표현하기 위하여 Unity3D 엔진을 사용하는 방법에 대해 연구하였다. 웹툰에서는 대규모 군중을 표현할 때 그 작업량을 줄이고 속도를 올리기 위해 여러 가지 자동화 방법을 고려하고 있고, 빠른 피드백과 실시간 렌더링, 쉬운 조작이 가능한 게임 엔진은 이 경우에 매우 유용한 도구가 될 수 있다.

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