• Title/Summary/Keyword: Real-time Game

Search Result 419, Processing Time 0.031 seconds

An Efficient Rendering Method of Object Representation Based on Spherical Coordinate System (물체의 구 좌표계 표현을 이용한 효율적인 렌더링 방법)

  • Han, Eun-Ho;Hong, Hyun-Ki
    • Journal of Korea Game Society
    • /
    • v.8 no.3
    • /
    • pp.69-76
    • /
    • 2008
  • This paper presents a novel rendering algorithm based on sperical coordinate representation of the object. The vertices of the object are transformed into the sperical coordinate system, and we construct additional maps: the centroid and index of the triangle, the memory access table. While OpenGL rendering pipeline touches all vertices of an object, the proposed method takes account of the only visible vertices by examining the visible triangles of the object. Simulation results demonstrated that the proposed method achieve an efficient rendering performace.

  • PDF

An Improvement of Finding Neighbors in Flocking Behaviors by Using a Simple Heuristic (단순한 휴리스틱을 사용하여 무리 짓기에서 이웃 에이전트 탐색방법의 성능 개선)

  • Jiang, Zi Shun;Lee, Jae-Moon
    • Journal of Korea Game Society
    • /
    • v.11 no.5
    • /
    • pp.23-30
    • /
    • 2011
  • Flocking behaviors are frequently used in games and computer graphics for realistic simulation of massive crowds. Since simulation of massive crowds in real time is a computationally intensive task, there were many researches on efficient algorithm. In this paper, we find experimentally the fact that there are unnecessary computations in the previous efficient flocking algorithm, and propose a noble algorithm that overcomes the weakness of the previous algorithm with a simple heuristic. A number of experiments were conducted to evaluate the performance of the proposed algorithm. The experimental results showed that the proposed algorithm outperformed the previous efficient algorithm by about 21% on average.

Indirect Illumination Algorithm with Mipmap-based Ray Marching and Denoising (밉맵기반 레이 마칭과 디노이징을 이용한 간접조명 알고리즘)

  • Zhang, Bo;Oh, KyoungSu
    • Journal of Korea Game Society
    • /
    • v.20 no.3
    • /
    • pp.75-84
    • /
    • 2020
  • This paper introduces an interactive indirect illumination algorithm which considers indirect visibility. First, a small number of rays are emitted on hemisphere of the current pixel to obtain the first intersection. If this point is directly illuminated by the light source, its illuminated color is collected. Second, in order to approximate the indirect visibility, a 3D ray marching algorithm, which is based on a hierarchy structure, is used to accelerate the ray-voxel intersection. Third, the indirect images are denoised by an edge-avoiding filtering with a local means replacement method.

Communication Protocol and Role Assignment for Efficient Agent Cooperation in Computer Game Environments (컴퓨터 게임 환경에서 에이전트들의 효율적인 협력을 위한 통신 프로토콜과 역할 배정)

  • Kim In-Cheol
    • Journal of Internet Computing and Services
    • /
    • v.7 no.2
    • /
    • pp.137-149
    • /
    • 2006
  • In this paper, we suggest a message-based communication protocol and a dynamic role assignment mechanism for efficient cooperation and teamwork of agents in computer game environments. This role assignment mechanism is a new one different from both existing static and dynamic mechanisms, in which all decisions related with role assignment are made at once in design phase or execution phase. According to our mechanism, all possible role sets are determined in design phase. Detail decisions regarding which agent takes what role, however, are made in execution phase. This mechanism for role assignment can minimize the negotiation effort in execution phase. Therefore, this mechanism is quite effective especially in real-time multiagent environments. Through experiments, we show the superiority of the new dynamic role assignment mechanism.

  • PDF

Effective Depth of Field Implementation Based on Standard Normal Distribution and Multiple Layers (표준 정규 분포 및 다층 레이어 기반의 효과적인 피사계 심도 구현)

  • Choi, Mookang;Kim, Yeri;Kim, Minji;Oh, Kyoungsu
    • Journal of Korea Game Society
    • /
    • v.20 no.6
    • /
    • pp.53-62
    • /
    • 2020
  • This paper proposes on the implementation method of depth of field effect based on backward mapping method available in real-time rendering enviroment using calculation of sampling range based on standard normal distribution and alpha blending of color of layers. To implement the effect, this paper describe how to calculate radius of circle of confusion, establish sampling radius using circle of confusion, and determine color through alpha blending of the multiple layer and denoising.

Fast Motion Synthesis of Quadrupedal Animals Using a Minimum Amount of Motion Capture Data

  • Sung, Mankyu
    • ETRI Journal
    • /
    • v.35 no.6
    • /
    • pp.1029-1037
    • /
    • 2013
  • This paper introduces a novel and fast synthesizing method for 3D motions of quadrupedal animals that uses only a small set of motion capture data. Unlike human motions, animal motions are relatively difficult to capture. Also, it is a challenge to synthesize continuously changing animal motions in real time because animals have various gait types according to their speed. The algorithm proposed herein, however, is able to synthesize continuously varying motions with proper limb configuration by using only one single cyclic animal motion per gait type based on the biologically driven Froude number. During the synthesis process, each gait type is automatically determined by its speed parameter, and the transition motions, which have not been entered as input, are synthesized accordingly by the optimized asynchronous motion blending technique. At the start time, given the user's control input, the motion path and spinal joints for turning are adjusted first and then the motion is stitched at any speed with proper transition motions to synthesize a long stream of motions.

A Real-time Hand Pose Recognition Method with Hidden Finger Prediction (은닉된 손가락 예측이 가능한 실시간 손 포즈 인식 방법)

  • Na, Min-Young;Choi, Jae-In;Kim, Tae-Young
    • Journal of Korea Game Society
    • /
    • v.12 no.5
    • /
    • pp.79-88
    • /
    • 2012
  • In this paper, we present a real-time hand pose recognition method to provide an intuitive user interface through hand poses or movements without a keyboard and a mouse. For this, the areas of right and left hands are segmented from the depth camera image, and noise removal is performed. Then, the rotation angle and the centroid point of each hand area are calculated. Subsequently, a circle is expanded at regular intervals from a centroid point of the hand to detect joint points and end points of the finger by obtaining the midway points of the hand boundary crossing. Lastly, the matching between the hand information calculated previously and the hand model of previous frame is performed, and the hand model is recognized to update the hand model for the next frame. This method enables users to predict the hidden fingers through the hand model information of the previous frame using temporal coherence in consecutive frames. As a result of the experiment on various hand poses with the hidden fingers using both hands, the accuracy showed over 95% and the performance indicated over 32 fps. The proposed method can be used as a contactless input interface in presentation, advertisement, education, and game applications.

A Location-based Service on Smartphone Combining with Mirror World (미러월드 연계를 통한 스마트폰에서의 위치기반 서비스)

  • Oh, Gyu-Hwan;Kim, Jae-Won;Bae, Kyoung-Woo
    • Journal of Korea Game Society
    • /
    • v.11 no.1
    • /
    • pp.47-57
    • /
    • 2011
  • Mobile based location-based service can normally be classified into four categories according to their dimensions of their screen layout: map-based, bird-eye view based, photo-based, and video-based. Specifically, video-based layout system combining AR technology has a appealing factor to users through the reality-based presence but normally requires sophisticated real-time image matching algorithms to represent the system. This paper provides a new location-based service by introducing mirror world to resolve the problem and implements its prototype. The proposed service does not need such algorithm and will effectively be useful for users to get the reality of the presence for any locations which is regardless of a user's real location.

Analysis of the Importance and Satisfaction of Viewing Quality Factors among Non-Audience in Professional Baseball According to Corona 19 (코로나 19에 따른 프로야구 무관중 시청품질요인의 중요도, 만족도 분석)

  • Baek, Seung-Heon;Kim, Gi-Tak
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.2
    • /
    • pp.123-135
    • /
    • 2021
  • The data processing of this study is focused on keywords related to 'Corona 19 and professional baseball' and 'Corona 19 and professional baseball no spectators', using text mining and social network analysis of textom program to identify problems and view quality. It was used to set the variable of For quantitative analysis, a questionnaire on viewing quality was constructed, and out of 270 survey respondents, 250 questionnaires were used for the final study. As a tool for securing the validity and reliability of the questionnaire, exploratory factor analysis and reliability analysis were conducted, and IPA analysis (importance-satisfaction) was conducted based on the questionnaire that secured validity and reliability, and the results and strategies were presented. As a result of IPA analysis, factors related to the image (image composition, image coloration, image clarity, image enlargement and composition, high-quality image) were found in the first quadrant, and the second quadrant was the game situation (support team game level, support player game level, star). Player discovery, competition with rival teams), game information (match schedule information, player information check, team performance and player performance, game information), interaction (consensus with the supporting team), and some factors appeared. The factors of commentator (baseball-related knowledge, communication ability, pronunciation and voice, use of standard language, introduction of game-related information) and interaction (real-time communication with the front desk, sympathy with viewers, information exchange such as chatting) appeared.

A Scheduler and Scheduling Algorithm for Time Slot Assignment based on Wavelength (파장 단위의 Time Solt 할당을 위한 스케줄러 및 스케줄링 알고리즘)

  • Kim Kyoung-Mok;Oh Young-Hwan
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.29 no.1B
    • /
    • pp.1-7
    • /
    • 2004
  • Increase of internet users and new type of applied traffic such as game, news, distributed computing, online image conference, and real time audio and video have leaded to demand for more bandwidth for each application. This algorithm represents a complex optical exchanger having typical wavelength switching function and time-slotted transmission function. Performance assessment of the proposed OXC (Optical Cross connect) sttucture defines LFS (Limit Frame Size) and VFS (Variable Frame Size) for classification by packet type and calculates the channel effect and loss probability depending the demanded bandwidth by access node increase. Optical exchanger in this type of structure can guarantee future network expansion as well as decrease of frame collision resulted from node increase.