• Title/Summary/Keyword: 3D game image

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Gesture-based Table Tennis Game in AR Environment (증강현실과 제스처를 이용한 비전기반 탁구 게임)

  • Yang, Jong-Yeol;Lee, Sang-Kyung;Kyoung, Dong-Wuk;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.3-10
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    • 2005
  • We present the computer table tennis game using player's swing motion. We need to transform a real world coordinate into a virtual world coordinate in order to hit the virtual ball. We can not get a correct 3-dimension position of racket in environment that using one camera or simple image processing. Therefore we use Augmented Reality (AR) concept to develop the game. This paper shows the AR table tennis game using gesture and method to develop the 3D interaction game that only using one camera without any motion detection device or stereo cameras. Also, we use a scan line method to recognize gesture for speedy processing. The game is developed using ARtoolkit and DirectX that is popular tool of SDK for game development.

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Position Detection of a Scattering 3D Object by Use of the Axially Distributed Image Sensing Technique

  • Cho, Myungjin;Shin, Donghak;Lee, Joon-Jae
    • Journal of the Optical Society of Korea
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    • v.18 no.4
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    • pp.414-418
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    • 2014
  • In this paper, we present a method to detect the position of a 3D object in scattering media by using the axially distributed sensing (ADS) method. Due to the scattering noise of the elemental images recorded by the ADS method, we apply a statistical image processing algorithm where the scattering elemental images are converted into scatter-reduced ones. With the scatter-reduced elemental images, we reconstruct the 3D images using the digital reconstruction algorithm based on ray back-projection. The reconstructed images are used for the position detection of a 3D object in the scattering medium. We perform the preliminary experiments and present experimental results.

Texture Cache with Automatical Index Splitting Based on Texture Size (텍스처의 크기에 따라 인덱스를 자동 분할하는 텍스처 캐시)

  • Kim, Jin-Woo;Park, Young-Jin;Kim, Young-Sik;Han, Tack-Don
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.57-68
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    • 2008
  • Texture Mapping is a technique for adding realism to an image in 3D graphics Chip. Bilinear filtering mode of this technique needs accesses of 4 texels to process one pixel. In this paper we analyzed the access pattern of texture, and proposed the high performance texture cache which can access 4 texels simultaneously. We evaluated using simulation results of 3D game(Quake 3, Unreal Tournament 2004). Simulation results show that proposed texture cache has high performance on the case where physical size is less then or equal 8KBytes.

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3D View Controlling by Using Eye Gaze Tracking in First Person Shooting Game (1 인칭 슈팅 게임에서 눈동자 시선 추적에 의한 3차원 화면 조정)

  • Lee, Eui-Chul;Cho, Yong-Joo;Park, Kang-Ryoung
    • Journal of Korea Multimedia Society
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    • v.8 no.10
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    • pp.1293-1305
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    • 2005
  • In this paper, we propose the method of manipulating the gaze direction of 3D FPS game's character by using eye gaze detection from the successive images captured by USB camera, which is attached beneath HMD. The proposed method is composed of 3 parts. In the first fart, we detect user's pupil center by real-time image processing algorithm from the successive input images. In the second part of calibration, the geometric relationship is determined between the monitor gazing position and the detected eye position gazing at the monitor position. In the last fart, the final gaze position on the HMB monitor is tracked and the 3D view in game is control]ed by the gaze position based on the calibration information. Experimental results show that our method can be used for the handicapped game player who cannot use his (or her) hand. Also, it can increase the interest and immersion by synchronizing the gaze direction of game player and that of game character.

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Photometric Stereo from single view image (광도측정을 통한 3D 복원)

  • Bang, Jung Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.285-286
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    • 2016
  • 본 논문에서는 3D 콘테츠와 이를 가공하기 위한 기술로, 한 물체에 여러 방향으로 빛이 주어진 사진들을 이용하여 해당 물체의 3D shape를 재현해 낼 수 있는 Photometric Stereo에 대해 구현 및 테스트해 보고, 1개의 카메라를 사용하여 3D 콘텐츠를 구현해 낼수 있는 방안들에 대하여 살펴 본다.

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Camera and Receiver Development for 3D HDTV Broadcasting (3차원 고화질TV 방송용 카메라 및 수신기 개발)

  • 이광순;허남호;안충현
    • Journal of Broadcast Engineering
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    • v.7 no.3
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    • pp.211-218
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    • 2002
  • This paper introduces the HD 3DTV camera and 3DTV receiver that are compatible with the ATSC HDTV broadcasting system. The developed 3DTV camera is based on stereoscopic techniques, and it has control function to control both left and right zoom lens simultaneously and to control the vergence. Moreover, in order to control the vergence manually and to eliminate the synchronization problem of the both images, the 3DTV camera has the 3DTV video multiplexing function to combine the left and right images into the single image. The developed 3DTV signal, and it has the various analog/digital interfaces. The performance of the developed system is confirmed by shooting the selected soccer game in 2002 FIFA KOREA/JAPANTM World Cup and by broadcasting the match. The HD 3DTV camera and receiver will be applied to the 3DTV industries such as 3D movie, 3D game, 3D image processing, 3DTV broadcasting system, and so on.

Image based Relighting Using HDRI Enviroment Map & Progressive refinement radiosity on GPU (HDRI 환경맵과 GPU 기반 점진적 세분 래디오시티를 이용한 영상기반 재조명)

  • Kim, Jun-Hwan;Hong, Hyun-Ki
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.53-62
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    • 2007
  • Although radiosity can represent diffuse reflections of the object surfaces by modeling energy exchange in 3D space, there are some restrictions for real-time applications because of its computation loads. Therefore, GPU(Graphics Processing Unit) based radiosity algorithms have been presented actively to improve its rendering performance. We implement the progressive refinement radiosity on GPU by G. Coombe in 3D scene that is constructed with HDR(High Dynamic Range) radiance map. This radiosity method can generate a photo-realistic rendering image in 3D space, where the synthetic objects were illuminated by the environmental light sources. In the simulation results, the rendering performance is analyzed according to the resolution of the texel in the environmental map and mipmaping. In addition, we compare the rendering results by our method with those by the incremental radiosity.

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Vision based 3D Hand Interface Using Virtual Two-View Method (가상 양시점화 방법을 이용한 비전기반 3차원 손 인터페이스)

  • Bae, Dong-Hee;Kim, Jin-Mo
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.43-54
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    • 2013
  • With the consistent development of the 3D application technique, visuals are available at more realistic quality and are utilized in many applications like game. In particular, interacting with 3D objects in virtual environments, 3D graphics have led to a substantial development in the augmented reality. This study proposes a 3D user interface to control objects in 3D space through virtual two-view method using only one camera. To do so, homography matrix including transformation information between arbitrary two positions of camera is calculated and 3D coordinates are reconstructed by employing the 2D hand coordinates derived from the single camera, homography matrix and projection matrix of camera. This method will result in more accurate and quick 3D information. This approach may be advantageous with respect to the reduced amount of calculation needed for using one camera rather than two and may be effective at the same time for real-time processes while it is economically efficient.

Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.

3D Cloud Animation using Cloud Modeling Method of 2D Meteorological Satellite Images (2차원 기상 위성 영상의 구름 모델링 기법을 이용한 3차원 구름 애니메이션)

  • Lee, Jeong-Jin;Kang, Moon-Koo;Lee, Ho;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.147-156
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    • 2010
  • In this paper, we propose 3D cloud animation by cloud modeling method of 2D images retrieved from a meteorological satellite. First, on the satellite images, we locate numerous control points to perform thin-plate spline warping analysis between consecutive frames for the modeling of cloud motion. In addition, the spectrum channels of visible and infrared wavelengths are used to determine the amount and altitude of clouds for 3D cloud image reconstruction. Pre-integrated volume rendering method is used to achieve seamless inter-laminar shades in real-time using small number of slices of the volume data. The proposed method could successfully construct continuously moving 3D clouds from 2D satellite images at an acceptable speed and image quality.