• Title/Summary/Keyword: 3D Terrain Tools

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Development of a terrain model in 3D Game (3차원 게임에서의 손쉬운 지형 모델 구현 방법)

  • Park, Seok-hee;Lee, Hee-bum;Kim, Soo-Kyun;Im, Kwang-Hyuk;An, Sung-ohk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.533-534
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    • 2013
  • In computer game, terrain model is applied a nice texture to render snowy mountains and valley. Terrain model in the game, it is important role that the character plays in space. Realistic depiction of the terrain model enhances the absorption of the game. Now many terrain models are made by using lots of terrain tools. In this paper, we does not use terrain modeling tool, we use only 3D max for making terrain model easily. 3D max provides a comprehensive 3D modeling, rendering, and compositing solution for games. In this paper we create terrain models by using 3D max, also we present how to use DirectX environment.

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Development of 3D Terrain Tools which Improves a Picking Speed using Cross Detection (교차검출을 이용하여 Picking 속도를 향상시킨 3D 지형 툴의 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.78-85
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    • 2012
  • This paper proposes an efficient algorithm to develop a 3D terrain tools which is essential in the development of 3D computer games. In particular, this paper proposes a cross detection technique to improve picking speed. In other words, this paper proposes a more efficient cross detection technique consisting of a ray and a parallelogram than a cross detection technique consisting of a ray and a triangle. So, we can confirm the faster picking speed. This paper uses a picking example among DirectX SDK samples to test it. In addition, this paper compares the number of function calls for cross detection using the existing techniques and the proposed technique. As a result, in this paper the proposed technique has fallen off to about a 50 percent than the existing techniques. And if it is calculated by times, in this paper the proposed technique was reduced to 1 to 2 seconds than the existing techniques. Additionally, in this paper 3D terrain tools are provide more improved algorithms for features such as texture splatting, height map control, object arrangement and realistic water effect. So, 3D terrain tools is available efficient in the development of real 3d computer games.

Real-Time Visualisation of Urban Landscapes Using Open-Source Software

  • Kada, Martin;Roettger, Stefan;Weiss, Karsten;Ertl, Thomas;Fritsch, Dieter
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.753-756
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    • 2003
  • The paper presents the results of the project GISMO, which aimed on generating and interactively visualising a 3D urban landscape model of the city of Stuttgart, Germany. With respect to the desired flexibility to support walkthrough and flyover applications, a combined approach using continuous level of detail, the impostor technique and a method for generalizing 3D building models was used to speed up the visualization. To reduce the costs of the project, the data collection tools and the visualization environment was built solely with open-source software.

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3D Object Modeling for Laser Radar Simulation (레이저레이더 시뮬레이션을 위한 3차원 객체 모델링)

  • Kim, Geun-Han;Jun, Chul-Min
    • Journal of Korean Society for Geospatial Information Science
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    • v.16 no.2
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    • pp.57-65
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    • 2008
  • The improvement of the performance in laser radar simulation requires fast retrievals of the spatial locations and attributes of objects in response to the laser signals of the simulators. Since the data used in simulation are complex 3D objects such as terrain, buildings and vehicles, and are of large sizes, commonly used 3D modeling tools are not suitable for this use. We proposed a method to store such 3D objects in a database, perform required queries and integrate with visualization tools. We showed the processes for the data modeling based on 3D topological concepts and then building a spatial DBMS. Also, we illustrated the process for accessing and visualizing the stored data using VRML and performed test computations using some laser signal data. With further enhancement on data modeling and LOD problems in visualization, the proposed method will be practically applied in different situations including laser simulation.

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Traditional Software Development for WLAN Propagation Model

  • Ibrahim Anwar Hassan;Ismail Mahamod;Jumari Kasmiran;Kiong Tiong Sieh
    • Journal of Electrical Engineering and Technology
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    • v.2 no.1
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    • pp.123-128
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    • 2007
  • SPWPM traditional software development is surveyed and essential problems are investigated on the basis of system wireless link considerations. This paper presents the current state software planning tools for wireless LAN link optimization. The software directory is based on combination of MatLab and MapInfo software and measurement which gives the best grouping parameters to build up the software development. Among the requirements assumed, the WLAN site selections must be Line-of-sight (LOS) or near line of sight (NLOS) field strength prediction for either point to point or point to multi points. The results obtainable the out put of the program include two-dimensional (2D) and three dimensional (3D) plots for creating the link; design parameters through GUI representing the height and location for each antenna is depending on K-factor of the area and transmit antenna location.

An Experimental Study on Pairwise Key Pre-distribution Schemes of Wireless Sensor Networks Considering 3D Environments (3D 환경을 고려한 무선 센서 네트워크의 키 사전 분배 기법 실험 연구)

  • Yun, Hyemin;Shin, Sooyeon;Kwon, Taekyoung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.30 no.6
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    • pp.975-980
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    • 2020
  • To protect wireless sensor networks (WSNs), various key distribution and management schemes have been proposed. However, most of them conducted simulations and experiments for performance evaluation by considering only the two-dimensional (2D) environments. In this paper, we investigate the effect of real-world three-dimensional (3D) topographic features on the key pre-distribution schemes for WSNs. For this purpose, we analyze and compare the performance of three pairwise key pre-distribution schemes in 2D and 3D environments: full pairwise (FP), random pairwise (RP), and full and random pairwise (FRP) schemes. For the experiments, we employ a network simulator NS-3 and 3D graphic tools such as Blender and Unity. As a result, we confirm that there was a difference in the performance of each scheme according to the actual 3D terrain and that the location-based FRP that considers deployment errors, has the highest efficiency in many aspects.

Three-dimensional resistivity imaging for site investigations in civil engineering (지반조사를 위한 3차원 전기비저항 탐사)

  • Chung Seung-Hwan;Yi Myeong-Jong;Kim Jung-Ho;Cho Seong-Jun;Song Yoonho
    • 한국지구물리탐사학회:학술대회논문집
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    • 1999.08a
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    • pp.21-36
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    • 1999
  • Recently resistivity survey is widely used for site investigations in the field of civil engineering. Since such application area requires accurate interpretation tools especially in the area of complicated geology and rough terrain topography, we developed a three-dimensional (3-D) resistivity inversion code, which can reconstruct real earth structures. Furthermore, the inversion code gives resolution-enhanced images by applying the ACB(Active Constraint Balancing) method. With the help of this inversion code, 3-D resistivity survey is now used as new techniques for site investigations in civil engineering problem. By imaging the 3-D resistivity distribution, we could get useful informations such as depth distribution of basement rock, distribution of weak zone, fractures and cavities which is crucial to civil engineers.

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