• Title/Summary/Keyword: Graphic Engine

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Design of A Graphic Game Engine Using Object Oriented Technology (객체지향기법을 이용한 게임 그랙픽엔진 설계)

  • 조승욱;하수철
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.647-650
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    • 2003
  • 게임이 대중화되고 발전함에 따라 게임을 개발하는 방법 또한 발전하고 있다. 특히 게임엔진은 이제 게임을 개발할 때 필수적인 요소로 등장한다. 게임 엔진이란, 게임을 개발할 때 게임의 하부에서 처리할 수 있는 모든 일을 처리하는 API의 모임이라고 말할 수 있다. 본 논문에서는 구조의 파악이 쉬운 잘 설계된 엔진을 제작하기 위한 방법으로서 클래스 기반의 객체 지향 기법을 이용해 설계하는 방법을 제안한다. 게임엔진에 포함되는 가장 기본적인 그래픽 엔진을 소프트웨어 설계 있어서 현재 가장 강력하고 가장 많이 사용되는 모델링 도구인 UML을 이용해서 학습이 쉽고 구조파악이 쉬운 엔진을 설계한다.

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Design and Implementation of Animated Simulation System (Animated Simulation 시스템 설계 및 구현)

  • 김상필;배영환
    • Proceedings of the IEEK Conference
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    • 2000.11b
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    • pp.128-131
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    • 2000
  • In this paper, the animated simulation system (Anisim) is proposed in order to develope an efficient functional system verification tool. It displays the simulation results of the designed system using graphic animation with various models lot the target system. With simple interface definitions given by the user, Anisim generates interface codes automatically. Users can describe and model the target system with the generated interface codes. Since the simulation engine is implemented in C-language, modeling is very simple and simulation can be performed in real time.

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Fame-work Design on 3D Cyber Museum-Construction of Augmented Reality(AR) Creation Module of National Museum of Contemporary Art (3차원가상미술관 프레임워크디자인 - 국립현대미술관의 증강현실 창작모듈설계)

  • Lim, Janghoon
    • Trans-
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    • v.9
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    • pp.93-122
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    • 2020
  • I intended to establish Augmented Reality(AR) Museum of 3D Cyber Space where artists and graphic designers can freely create in user integrated environment. This study is aimed at building a sufficient and integrated production environment for artists and graphic designers who utilize three-dimensional simulation methods in integrated development environment(IDE). This study intends to build a 3D simulation engine and a creation module of augment reality of 3D cyber space in Android platform to help artists and graphic designers to freely perform their creation in IDE. Based on these designs, I produced exhibition rooms of National Museum of Contemporary Art in 3D virtual space in which artists and graphic designers can put the graphics they have created on display, conducted a user survey and conducted tasking to an Android smartphone.

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Performance Simulation of A Turbojet Engine Using $SIMULINK^{\circledR}$ ($SIMULINK^{\circledR}$를 이용한 터보제트 엔진의 성능모사)

  • 공창덕;박종하;기자영;강명철
    • Proceedings of the Korean Society of Propulsion Engineers Conference
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    • 2003.05a
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    • pp.110-114
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    • 2003
  • In this study, a performance simulation program for a turbojet engine using SIMULINK, which can provide the GUI(Graphic User Interface) environment, was newly proposed. Performance analysis results using the SIMULINK performance program were compared with them using the FORTRAN performance program that was previously developed. According to comparison result, it was noted that performance analysis results between two programs have little bit big difference. This difference seems to be due to different component matching algorithm at each program, it will be improved later.

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Secondary Action based Dynamic Jiggle-Bone Animation (이차 행동 기반의 다이나믹 지글 본 애니메이션)

  • Park, Sung-Jun;An, Deug-Yong;Oh, Seong-Suk
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.127-134
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    • 2010
  • The secondary animation technology for the detailed objects including accessories is being studied and applied to the modern game development. The jiggle-bone deformer is used for 3D graphic tools as a technology to create the animation of these objects, but it is disadvantageous in that the real-time modification is difficult and the graphic developers need much time. The secondary animation can also be realized using a physical game engine, but the cost of animation process increases when many objects in a scene of a game are rendered, and it has a low efficiency. This paper proposes a dynamic jiggle-bone animation algorithm, which can be modified in real time and has the similar effect to the physical game engine. To evaluate the performance of the proposed algorithm, tests were conducted with varied number of bones and for the case of one scene with the animation of many jiggle-bones, and the results were adjudged relatively efficient.

A Development of 3D Simulation and Quantitative Analysis Method for Urban Landscape Design Evaluation System (총합적 경관평가시스템 구축을 위한 3차원 공간차폐 시뮬레이션 및 미디어화 분석기술)

  • Kim, Suk-Tae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.11
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    • pp.5140-5147
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    • 2012
  • It is difficult for systematic and flexible control reflecting regional characteristics with only public policies that control the landscape. Also, in the event that there is no preceding quantitative index calculation, it is impossible for the public society to come to an agreement. Therefore, the development of a shielding analysis simulation methodology that makes data processing modeling that can be interlinked with the urban information system is a very meaningful study. Thus, this study presents urban space shielding simulation technologies and quantitative analysis methodologies using 3D graphic engines and deduces the optimal design by integrating the data of the geographic information system (GIS) in order to suggest the potential as an analysis model that can be used in future urban information systems.

A study on the effective batch image management method (효율적인 일괄 이미지 관리 방법에 대한 연구)

  • Choi, Jae-Wan;Kim, Tae-Eun
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.779-784
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    • 2008
  • An environment of information sharing is developed as a high-speed growth of internet infrastructure and a fast supply of digital imaging devices. Therefore, developing and supply various digital contents are needed. As occasion demands, the utility of editing tools with a simple image viewer, or programs to need technical education increased. One of subproblems is to take long time for editing images. In this paper, we propose a new method which is a method to edit images in a lump. This method has advantages compared with the previous searching engines in terns of performances and speed. Also, we propose the new approach for developing fusion graphic image contents as binding each advantages of the category. It reduces the production time and costs of contents by the proposed method.

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A study on the effect of introducing EBS AR production system on content (EBS AR 실감영상 제작 시스템 도입이 콘텐츠에 끼친 영향에 대한 연구)

  • Kim, Ho-sik;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.711-719
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    • 2021
  • EBS has been producing numerous educational contents with traditional virtual studio production systems since the early 2000s and applied AR video production system in October 2020, twenty-years after. Although the basic concept of synthesizing graphic elements and actual image in real time by tracking camera movement and lens information is similar to the previous one but the newly applied AR video production system contains some of advanced technologies that are improved over the previous ones. Marker tracking technology that enables camera movement free and position tracking has been applied that can track the location stably, and the operating software has been applied with Unreal Engine, one of the representative graphic engines used in computer game production, therefore the system's rendering burden has been reduced, enabling high-quality and real-time graphic effects. This system is installed on a crane camera that is mainly used in a crane shot at the live broadcasting studio and applied for live broadcasting programs for children and some of the videos such as program introductions and quiz events that used to be expressed in 2D graphics were converted to 3D AR videos which has been enhanced. This paper covers the effect of introduction and application of the AR video production system on EBS content production and the future development direction and possibility.

LIQUID APOGEE ENGINE BURN PLANS FOR THE KOREASAT-3 (액체추진제를 사용한 무궁화위성 3호의 정지궤도 진입 시뮬레이션)

  • 윤재철;최규홍;김두환;김방엽;김은규
    • Journal of Astronomy and Space Sciences
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    • v.15 no.2
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    • pp.427-436
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    • 1998
  • The apogee manoeuvre of $KOREASAT-1{cdot}2{cdot}3$ is basic elliptical orbit transfer converting orbit plane. The KOREASAT-3 is planed for multi-burn manoeuvres using the liquid apogee engine while the $KOREASAT-1{cdot}2$ used the apogee kick motor that executes a single burn in the apogee of transfer orbit using the solid propellant. This study analyzed the multi-burn manoeuvres using the liquid apogee engine and the propellant control method and developed the simulation tools. For the purpose of precise simulation, We designed tools in the basic of orbit propagation software, COWELL5, that was developed by members of Center for Astrodynamics in Yonsei university and the results can be displayed in 3-D graphic of $STK/VO^{TM}$.

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Making 2.5D with Vanishing Point in Photoshop (Photoshop Vanishing Point를 이용한 2.5D 제작에 관한연구)

  • Yoon, Young-Doo;Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.146-153
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    • 2009
  • Thanks to computer graphic technology development, graphic design programming is easily accessible by any home computer user today since it is free from the burdens of complicated 알고리듬 or the expensive graphic tools that were required in the past. The term 알고리듬 2.5 is commonly used by computer graphic designers to refer to 2D, a form of pseudo-3D. In this study, by using 2.5D, which was previously utilized for strengthening visual effects and engine efficiency, together with Adobe Photoshop along with After Effects, I will incorporate these into motion graphics. Today, motion graphics dominate the advertisement and image markets. Since viewers have developed higher expectations, a more dynamic 3D space graphic technology is preferred over the outdated 2D basis. In this study, I will produce a 2.5D image which is generated through a vanishing point filter of Adobe Photoshop and After Effects based on still image information and captured at an angle of Axonometric Projection. Also, I will compare the effectiveness of the production process and camera angle flexibility between the previous 3D process and new 2.5 D process.