• Title/Summary/Keyword: 3D game engine

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The Development of Overhead Crane Simulator Using Open Source Physics Engine (오픈소스 물리엔진을 이용한 천장 크레인 시뮬레이터 개발)

  • Ok, Soo-Yol;Kim, Sung-Kil
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.95-104
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    • 2009
  • Recently, increasing numbers of games and simulators are being implemented by employing the physically-based modeling techniques for better realism. In this paper, we propose the implementation techniques for overhead crane simulator based on ODE, the well-known open source dynamic engine. By comparing the dynamic behavior of the proposed system with a commercial engine based simulator, the physical plausibility and the effectiveness of the ODE based OHC simulator are verified. We expect the proposed the OHC simulator can be successfully utilized for virtual training in various educational institutes.

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Exploration of the Development Direction of Virtual Exhibition Using 3D Architectural Space (3D 건축공간을 활용한 가상 전시의 발전 방향 탐색)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.979-986
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    • 2022
  • In this study, the virtual exhibition using 3D architectural space was analyzed in terms of the viewer's experience. For this purpose, the analysis items of the virtual architectural space include whether the actual architectural space is reproduced, the introduction of surreal elements, the degree of freedom of movement and circulation, the level of photorealism of spatial expression, the level of reproduction of the exhibits and information provision method, and the interaction with other participants. Six virtual exhibition projects designed by a well-known architect were selected and analyzed. Three directions were found through the analysis. First, even when designing a virtual exhibition space with a high degree of freedom, there is a tendency to present a familiar architectural environment. Second, the current method of creating a virtual architectural space is that the method using a 360-degree rendering image and the method using a game engine coexist with pros and cons. Third, the interaction between participants in the virtual exhibition is implemented only by using a game engine. It is expected that the virtual space production environment using the game engine to be developed will become more advantageous in the future.

Study of Scene Directing with Cinemachine

  • Park, Sung-Suk;Kim, Jae-Ho
    • International Journal of Contents
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    • v.18 no.1
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    • pp.98-104
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    • 2022
  • With Unity creating footage is possible by using 3D motion, 2D motion, particular, and sound. Even post-production video editing is possible by combining the footage. In particular, Cinemachine, a suite of camera tools for Unity, that greatly affects screen layout and the flow of video images, can implement most of the functions of a physical camera. Visual aesthetics can be achieved through it. However, as it is a part of a game engine. Thus, the understanding of the game engine should come first. Also doubts may arise as to how similar it is to a physical camera. Accordingly, the purpose of this study is to examine the advantages and cautions of virtual cameras in Cinemachine, and explore the potential for development by implementing storytelling directly.

Analysis of Mobile Game in ANIPOP (ANIPOP 모바일 게임의 분석)

  • Xie, Dongjun;Yao, Dexiang;Kim, Soo Kyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.219-220
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    • 2020
  • 매칭 비디오 게임은 2000년대에 인터넷에서 퍼즐 게임이 확산되면서 각광을 받게 되었다. 본 논문에서 분석한 ANIPOP은 중국에서 매우 선풍적인 인기를 끌었고, 현재에도 많은 각광을 받고 있는 게임이다. 매칭 게임은 일종의 퍼즐 게임으로써 과일, 보석, 동물 아바타, 빌딩 블록, 마작 타일 등과 같은 일정한 양의 동일한 게임 요소를 재생하여 서로 인접하면 제거하고 승리하는 규칙을 가지고 있다. 본 논문은 중국에서 선풍적인 인기를 얻고 있는 ANIPOP 게임에 대해 소개와 분석을 한다.

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Design of 3D Oculus VR Action Game using Silhouette Outline

  • Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.59-65
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    • 2020
  • Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.

Development of Hoseo 3D Online Game Engine (호서 3D 온라인 게임 엔진 개발 사례 연구)

  • 박우승;강종호;최삼하;장희동;김경식
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.520-523
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    • 2003
  • 본 연구는 3D 온라인 게임 엔진 요소 기술에 대한 3차년도 연구로서 2차년도에 개발했던 3D 엔진과 서버 엔진을 보완하였으며 데모게임을 완성하고 엔진소스를 공개하여 외부의 검토를 받고 있으며 본 엔진을 이용한 게임 개발 방법론을 준비중에 있다. 본 논문에서는 개발된 엔진의 특성과 성능을 소개하고 개발 방법론에 대해 고찰한다.

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Casual game design using the game engine (게임 엔진을 이용한 캐주얼 게임 설계)

  • Song, Gi-seob;Lee, Hee-bum;Bae, Jin-hyeong;Kang, Ji-hun;Kim, SooKyun;An, Syungog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.458-459
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    • 2012
  • Thanks to the recent advances in smartphones, various high quality contents are being developed. Three dimensional games that were very hard to produce in old picture phones are now used universally in smartphones, satisfying its users. This thesis utilizes a game engine that is more suitable for smartphones in that it can develop high quality game in a timely efficient manner in comparison to low quality development tools. It explains the methods of game planning and development using techniques such as high quality shading processes, optimization functions, etc.

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A study for the establishment of analysis tool for the visible area of three dimensional space - Based on the Raster operation using 3D game engine - (다시점 가시영역 분석도구설정에 관한 기초연구 - 3D게임엔진을 이용한 래스터 연산방식을 중심으로 -)

  • Kim, Suk-Tae;Jun, Han-Jong
    • Korean Institute of Interior Design Journal
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    • v.16 no.5
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    • pp.38-46
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    • 2007
  • In the late 1970s, the method of quantitative and scientific space structural analysis based on graph theory was introduced to the process of space design, which arranges design and functional elements, as relying heavily on intuition could produce errors due to unverified experiences and prejudices of the designer. As the method of space analysis is complex and hard to express visually and requires repetitive operations, it was discussed theoretically only. However, with the development of computer performance and graphic in recent years, visualization became possible. But the method of visual structural analysis of space is at the level of two dimensions and it is not easy to get accurate data when it is applied to limited three dimensional space such as an interior space. For the visual structural analysis of space, this study presents 4 indices including visibility volume level, pure visibility connection frequency, effective visibility connection frequency, and path visibility connection frequency. This study also presents space division using three dimensional arrangement rather than the existing vector operation method and raytracing algorithm at the lattice constant. Based on this, an analysis tool for the visible regions of three dimensional space that is capable of evaluating at multiple points by using three dimensional game engine and presentation tool that allows the analyzer to interpret the data effectively is made. It is applied to 2 prototype models by displacing Z axis, and the results are compared with UCL Depthmap to verify the validity of data and evaluate its usefulness as a multidimensional, multi-view space analysis tool.

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.