• Title/Summary/Keyword: 3D Sprite

Search Result 8, Processing Time 0.022 seconds

Study on 2D Sprite *3.Generation Using the Impersonator Network

  • Yongjun Choi;Beomjoo Seo;Shinjin Kang;Jongin Choi
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.17 no.7
    • /
    • pp.1794-1806
    • /
    • 2023
  • This study presents a method for capturing photographs of users as input and converting them into 2D character animation sprites using a generative adversarial network-based artificial intelligence network. Traditionally, 2D character animations have been created by manually creating an entire sequence of sprite images, which incurs high development costs. To address this issue, this study proposes a technique that combines motion videos and sample 2D images. In the 2D sprite generation process that uses the proposed technique, a sequence of images is extracted from real-life images captured by the user, and these are combined with character images from within the game. Our research aims to leverage cutting-edge deep learning-based image manipulation techniques, such as the GAN-based motion transfer network (impersonator) and background noise removal (U2 -Net), to generate a sequence of animation sprites from a single image. The proposed technique enables the creation of diverse animations and motions just one image. By utilizing these advancements, we focus on enhancing productivity in the game and animation industry through improved efficiency and streamlined production processes. By employing state-of-the-art techniques, our research enables the generation of 2D sprite images with various motions, offering significant potential for boosting productivity and creativity in the industry.

A Design of Authoring Tool for 2D/3D Applications Operated on WIPI (WIPI 기반 2D/3D 응용 프로그램 작성을 위한 저작도구의 설계)

  • Kim, Gunhee;Son, Minwoo;Lee, Byeong-Yun;Shin, Dongkyoo;Shin, Dongil
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2004.05a
    • /
    • pp.621-624
    • /
    • 2004
  • 본 논문에서는 위피(WIPI, Wireless Internet Platform for Interoperability) 플랫폼 상에서 운용되는 2D/3D 컨텐츠 제작을 위한 저작도구를 설계하며, 2D 및 3D API를 사용하는 응용 프로그램 작성을 직접 지원한다. 사용자는 드래그와 드롭(Drag & Drop), 스프라이트 깜빡임(Sprite Blitting), 스프라이트 회전(Sprite Rotation), API 추가/삭제 기능, 코드 배포 등의 기능을 이용하여 Jlet의 기본 골격을 저작도구의 버튼 하나로 손쉽게 작성할 수 있게 된다. API 추가/삭제 기능을 이용하여 기존 작업을 손쉽게 재사용하거나, 작성 결과물을 코드 배포 기능을 이용하여 하나의 jar 파일로 간단히 작성할 수 있게 된다. 스프라이트 및 2D/3D 관련 기능은 게임 등의 컨텐츠의 코드 작성 시 효율성을 크게 증가 시킨다. 본 논문에서는 이러한 기능을 가진 위피용 컨텐츠 저작도구를 설계하며 제안하였다.

  • PDF

Design of Runner Game using Overlap Circle in Unity3D

  • Kim, Hyun-Jun;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.23 no.8
    • /
    • pp.25-30
    • /
    • 2018
  • In this paper, we design a 2D one touch runner game which controls on smart device easily using a Unity3D game engine. Unity is the creator of the world's widely-used 2D and the 3D cross-platform game engine developed by Unity Technologies. Also, Unity builds high-quality 2D and 3D games on a various hardware device. This paper shows the familiar character as a cartoon and feels to enjoy using platformer with various game users. we show that the proposed platformer method improve controlling game path on the smart device.

A Study on Shadow Handling in Top-Down View 2D Games (탑-다운 뷰 2D 게임의 그림자 처리에 대한 연구)

  • SangWon Lee
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2023.01a
    • /
    • pp.83-84
    • /
    • 2023
  • 2D 게임의 이미지들은 2D 스프라이트(Sprite) 조각들을 같은 평면에 겹쳐 그리는 방식으로 표현한다. 탑다운 뷰(Top-Down View) 2D 게임 시점은 평면의 그림에 입체적인 묘사를 함으로써 캐릭터나 오브젝트가 수직으로 일어서 있는듯한 3D 느낌을 전달한다. 그러나 실제로는 2D 평면이므로 3D 그림자 맵(Shadow Map) 방식을 사용할 수 없는 단점이 있다. 본 논문에서는 2D 스프라이트 오브젝트의 그림자를 3D 그림자맵으로 생성하는 방법과 동반되는 이슈들을 제시한다.

  • PDF

The Design of 2D Side-Scrolling Casual Games in a Multi-platform Environment (멀티 플랫폼에서의 2D 횡스크롤 캐주얼 게임 융합 설계)

  • Yang, Dong-Hyuk;Kim, Soo-Kyun
    • Journal of the Korea Convergence Society
    • /
    • v.6 no.4
    • /
    • pp.147-152
    • /
    • 2015
  • Casual games are easy in terms of control and mode, and thus everyone can enjoy them in their free time. Character games, in particular, feature a variety of cute and attractive characters. Such character games are now available for smartphones, which are used by a large number of users, as well as for PCs. This paper is aimed at demonstrating the design of 2D side-scrolling casual shooting games utilizing Unity 3D Engine, which can be manipulated on smartphones. Unity 3D engine was used because it supports multi-platform with low costs, and it makes it possibile for games to be operated on various platforms using a single program source code. This approach is unique because the design of the games uses cute characters, attractive concepts and easy control, targeting users in their 10s or 20s, unlike existing shooting games that are serious.

A Study on 3D Character Design for Games (About Improvement efficiency with 2D Graphics) (3D Game 제작을 위한 Character Design에 관한 연구 (3D와 2D Graphics의 결합효율성에 관하여))

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Multimedia Society
    • /
    • v.10 no.10
    • /
    • pp.1310-1318
    • /
    • 2007
  • First of all, What was the modeling technique used to model 3D-Game character? It's a technique developed along several years, by experience... here is the bases Low polygons characters I always work in low polygon for two reasons -You can easily modify a low-poly character, change shapes, make morph for facial expressions etc -You can easily animate a low-poly character When the modeling is finished, Second, In these days, Computer hardware technologies have been bring about that expansion of various 3D digital motion pictured information and development. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. Besides, as computing power has been better and higher, the development of 3D Animations and Character are required gradually. In order to satisfy the requirement, Research about how to make 3D Game modeling that represents Character's emotions, sensibilities, is beginning to set its appearance. 3D characters in 3D Games are the core for the communications of emotion and the informations through their facial expression and characteristic motions, Sounds to Users. All concerning about 3D motion and facial expression are getting higher with extension of frequency in use. Therefore, in this study we suggest the effective method of modeling for 3D character and which are based on 2D Graphics.

  • PDF

Design of 3D Action Game for PC Environment (PC 환경에서의 3인칭 액션게임 설계)

  • An, Sung-Ohk;Lee, HeeBum;Park, Dong-Won;Kim, SooKyun;Jung, Jinyoung
    • Journal of the Korea Society of Computer and Information
    • /
    • v.19 no.4
    • /
    • pp.63-69
    • /
    • 2014
  • Third Person Action Game is a genre receiving continuous interest from many game enthusiasts. The most distinctive feature about third person action games is that the user can actually see the character as well as the various actions, which in turn increases user engagement. Many games are developed using game engines. However, this study designs a third person action game using only DirectX library instead of the specialized techniques in game engines. By doing so, the game development costs will be minimalized. The study also uses several basic algorithms in order to process the various events and to make the animation effects more efficiently managed in the graphic device. The performance superiority is demonstrated by the results of the study.

A Development of a Mixed-Reality (MR) Education and Training System based on user Environment for Job Training for Radiation Workers in the Nondestructive Industry (비파괴산업 분야 방사선작업종사자 직장교육을 위한 사용자 환경 기반 혼합현실(MR) 교육훈련 시스템 개발)

  • Park, Hyong-Hu;Shim, Jae-Goo;Park, Jeong-kyu;Son, Jeong-Bong;Kwon, Soon-Mu
    • Journal of the Korean Society of Radiology
    • /
    • v.15 no.1
    • /
    • pp.45-54
    • /
    • 2021
  • This study was written to create educational content in non-destructive fields based on Mixed Reality. Currently, in the field of radiation, there is almost no content for educational Mixed Reality-based educational content. And in the field of non-destructive inspection, the working environment is poor, the number of employees is often 10 or less for each manufacturer, and the educational infrastructure is not built. There is no practical training, only practical training and safety education to convey information. To solve this, it was decided to develop non-destructive worker education content based on Mixed Reality. This content was developed based on Microsoft's HoloLens 2 HMD device. It is manufactured based on the resolution of 1280 ⁎ 720, and the resolution is different for each device, and the Side is created by aligning the Left, Right, Bottom, and TOP positions of Anchor, and the large image affects the size of Atlas. The large volume like the wallpaper and the upper part was made by replacing it with UITexture. For UI Widget Wizard, I made Label, Buttom, ScrollView, and Sprite. In this study, it is possible to provide workers with realistic educational content, enable self-directed education, and educate with 3D stereoscopic images based on reality to provide interesting and immersive education. Through the images provided in Mixed Reality, the learner can directly operate things through the interaction between the real world and the Virtual Reality, and the learner's learning efficiency can be improved. In addition, mixed reality education can play a major role in non-face-to-face learning content in the corona era, where time and place are not disturbed.