• Title/Summary/Keyword: Simulation game

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As-Rigid-As-Possible Dynamic Deformation with Oriented Particles (방향성 입자를 이용한 ARAP 동적 변형)

  • Choi, Min Gyu
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.89-98
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    • 2017
  • This paper presents a novel ARAP (as-rigid-as-possible) approach to real-time simulation of physics-based deformation. To cope with one, two and three dimensional deformable bodies in an efficient, robust and uniform manner, we introduce a deformation graph of oriented particles and formulate the corresponding ARAP deformation energy. For stable time integration of the oriented particles, we develop an implicit integration scheme formulated in a variational form. Our method seeks the optimal positions and rotations of the oriented particles by iteratively applying an alternating local/global optimization scheme. The proposed method is easy to implement and computationally efficient to simulate complex deformable models in real time.

A Hybrid Technique for Fire Animation (불의 애니메이션을 위한 복합적 기법)

  • Min, Kyung-Ha
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.77-88
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    • 2007
  • In this paper, we present a new fire animation and visualization scheme. The most difficult problem in creating fire animation is how to simulate the mechanism of emitting lighting and heat of fire. We attack the difficulty by presenting a hybrid scheme that combines the simulation scheme and the combustion process in voxelized space where the numerical solution of the classical fluid equations is implemented. Therefore, the combustion process is simulated at each voxel and the amount of heat generated at the voxel is estimated. The generated heat will increase the temperature at the voxel, where results in the increase of turbulent motion of fire. We also propose a visualization scheme that modifies the photon mapping algorithm in order to render fire and various lighting effects of fire to the environments.

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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
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    • v.11 no.5
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    • pp.23-30
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    • 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.

A Practical Method to Compute the Closest Approach Distance of Two Ellipsoids (두 타원체 사이의 최단 근접 거리를 구하는 실용적인 방법)

  • Choi, Min Gyu
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.5-14
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    • 2019
  • This paper presents a practical method to compute the closest approach distance of two ellipsoids in their inter-center direction. This is the key technique for collision handling in the dynamic simulation of rigid and deformable bodies approximated with ellipsoids. We formulate a set of equations with the inter-center distance and the contact point and normal for the two ellipsoids contacting each other externally. The equations are solved using fixed-point iteration and Aitken's delta-squared process. In addition, we introduce a novel stopping criterion expressed in terms of the error in distance. We demonstrate the efficiency and practicality of our method in various experiments.

Bargaining Game using Artificial agent based on Evolution Computation (진화계산 기반 인공에이전트를 이용한 교섭게임)

  • Seong, Myoung-Ho;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.293-303
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    • 2016
  • Analysis of bargaining games utilizing evolutionary computation in recent years has dealt with important issues in the field of game theory. In this paper, we investigated interaction and coevolution process among heterogeneous artificial agents using evolutionary computation in the bargaining game. We present three kinds of evolving-strategic agents participating in the bargaining games; genetic algorithms (GA), particle swarm optimization (PSO) and differential evolution (DE). The co-evolutionary processes among three kinds of artificial agents which are GA-agent, PSO-agent, and DE-agent are tested to observe which EC-agent shows the best performance in the bargaining game. The simulation results show that a PSO-agent is better than a GA-agent and a DE-agent, and that a GA-agent is better than a DE-agent with respect to co-evolution in bargaining game. In order to understand why a PSO-agent is the best among three kinds of artificial agents in the bargaining game, we observed the strategies of artificial agents after completion of game. The results indicated that the PSO-agent evolves in direction of the strategy to gain as much as possible at the risk of gaining no property upon failure of the transaction, while the GA-agent and the DE-agent evolve in direction of the strategy to accomplish the transaction regardless of the quantity.

Creation of Natural Terrain by Erosion Simulation (자연스러운 지형 생성을 위한 침식 시뮬레이션)

  • Han, Yeong-Deok
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.171-182
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    • 2015
  • Existing hydraulic terrain erosion simulations mainly focus on small scale terrain deformations. In this paper, we propose a simulation method combining hydraulic terrain erosion and thermal erosion, by which a natural large scale terrain of mountainous regions with river networks can be created. For water movement we use the pipe model of shallow water simulation, and for the easy formation of watercourse we use velocity dependent erosion, also we apply thermal erosion for the formation of V-form slopes in the vicinity of stream lines. As a result, we can obtain good natural shaped terrains for certain ranges of $K_c$(sediment capacity constant) and $K_v$(velocity dependent erosion strength) values. Also we present improved thermal erosion method, and suggest a way to avoid problems caused by large $K_c$value.

An Extended Modal Warping Approach to Real-Time Simulation of Thin Shells (얇은 쉘의 실시간 시뮬레이션을 위한 모달 와핑 기법의 확장)

  • Choi, Min-Gyu;Woo, Seung-Yong;Ko, Hyeong-Seok
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.11-20
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    • 2007
  • This paper proposes a real-time simulation technique for thin shells undergoing large deformation. Shells are thin objects such as leaves and papers that can be abstracted as 2D structures. Development of a satisfactory physical model that runs in real-time but produces visually convincing animation of thin shells has been remaining a challenge in computer graphics. Rather than resorting to shell theory which involves the most complex formulations in continuum mechanics, we adopt the energy functions from the discrete shells proposed by Grinspun et al. For real-time integration of the governing equation, we develop a modal warping technique for shells. This new simulation framework results from making extensions to the original modal warping technique which was developed for the simulation of 3D solids. We report experimental results, which show that the proposed method runs in real-time even for large meshes, and that it can simulate large bending and/or twisting deformations with acceptable realism.

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Understanding of Business Simulation learning: Case of Capsim

  • KIM, Jae-Jin
    • Fourth Industrial Review
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    • v.1 no.1
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    • pp.31-40
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    • 2021
  • Purpose - According to the importance of business simulation learning as a new type of business learning tool, this study reviews the dimensions of business education and a brief history of business education simulation. At the end Capsim strategic management simulation program is introduce with its feature. Research design, data, and methodology - This study has been analyzed in a way that reviews at previous literature on simulation learning and looks at examples and features of Capsim simulation, online business simulation tools which has been used in the global market. Result - Capsim simulations are designed to offer focused opportunities for deep practice. That's why they are often more effective than passive tools such as textbooks, videos, or lectures. By the way, 'deep practice' is very different from 'ordinary practice'. After commuters who drive to school or work can accumulate thousands of hours of driving, but that doesn't make them expert drivers. The key to deep practice is self-awareness. That is, paying attention to what you are doing well and not so well. This is so important to learn that scientists use a specific term for it: 'metacognition', or thinking about the way you think and learn. Conclusion - The use of business simulation learning, such as Capsim, which is a given case, can create similar local systems by potentially engaging a large number of users in the virtual market. It could also be used as an individual to complete business training for students and those who are active in the business field of business.

Environment-Adaptive and Real-Time Rendering of Fluids for Cartoon Style Game (카툰 스타일 게임을 위한 환경 적응적 실시간 유체 렌더링)

  • Kim, Kwang-Tae;Park, Kyoung-Ju
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.57-66
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    • 2012
  • This paper to the scene to fit the fluid can be expressed as cartoon-style real-time method is proposed. As a matter of fact the fluid color in the simulation in which both reflection refraction and color tones are different in both cases. This paper light, water, terrain, time, etc. with cartoon-style representation of the fluid, adaptive way is proposed. Experimental implementation of the existing and proposed methods were compared with the results. This cartoon-style rendering of the existing research methods and the proposed method and at the same time using cartoon-style games that can be represented by the entire system could offer.

Adaptive Power Control Algorithm based on the Evolutionary Game Theory (진화게임이론을 이용한 적응적 전력제어 알고리즘)

  • Kim, Deok-Joo;Kim, Sung-Wook
    • Journal of KIISE:Information Networking
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    • v.37 no.3
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    • pp.228-233
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    • 2010
  • During wireless network operations, adaptive power control is an effective way to enhance the network performance. In this paper, a new online power control scheme is proposed based on the evolutionary game theory. To converge a desirable network equilibrium, the proposed scheme adaptively adjusts a transmit power level in a distributed online manner. With a simulation study, we demonstrate that the proposed scheme improves network performance under widely diverse network environments.