• Title/Summary/Keyword: Unreal

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Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.417-423
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    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

Study of Script Conversion for Data Extraction of Constrained Objects

  • Choi, Chul Young
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.155-160
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    • 2022
  • In recent years, Unreal Engine has been increasingly included in the animation process produced in the studio. In this case, there will be more than one of main software, and it is very important to accurately transfer data between the software and Unreal Engine. In animation data, not only the animation data of the character but also the animation data of objects interacting with the character must be individually produced and transferred. Most of the objects that interact with the character have a condition of constraints with the part of character. In this paper, I tried to stipulate the production process for extracting animation data of constrained objects, and to analyze why users experience difficulties due to the complexity of the regulations in the process of executing them. And based on the flowchart prescribed for user convenience, I created a program using a Python script to prove the user's convenience. Finally, by comparing the results generated according to the manual flowchart with the results generated through the script command, it was found that the data were consistent.

A Case Study on Morten Lasskogen's Cloud Series - Based on 3ds Max and Unreal Engine Technology -

  • JinXuan Zhao;Xinyi Shan;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.2
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    • pp.96-101
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    • 2023
  • Digital art creation has become an indispensable part of today's society, but traditional digital art production methods have been difficult to meet the growing creative needs of artists. Therefore, this study takes the cloud series works of artist Morten Lasskogen as an example and explores the application value of 3D Max and Unreal Engine in digital art created by analyzing the lighting effects in the works of art. This research aims to form reference materials through actual case analysis and provide artists with more efficient ideas for digital art creation.

A Study on the Aspect of Evolution and the Pursuit of Reality appeared in Cognizance of Paintings on the Pre-chosun Dynasty (조선전기 회화인식(繪畫認識)에 나타난 진(眞) 추구와 전개양상 고찰)

  • Park, Man-Gyu
    • (The)Study of the Eastern Classic
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    • no.36
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    • pp.403-432
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    • 2009
  • In this paper, I examined two things. First explore the of the reality(眞) in poems written on paintings and discussion on paintings in men of letters of Pre-chosun dynasty, furthemore, it analyzes the meaning and thought. To explain it, I would like to analyse the discourse surrounding the reality(眞) in poems written on paintings and discussion on paintings, and concept of the borrowing(假) and the unreal(幻). First of all, I examine the ways that the view of nature of Confucians is pertinent to the abiding in reverence and the investigation of principles of confucians, also painting is necessarry condition for their moral and spiritual self-cultivation. In the discourse surrounding the reality, it is to suggest from 'natural reality (天眞)' to escape from the reality(眞), and proceeds to examine the transformation of reality(眞) in mind(人心). Furthermore I examine the meaning of transform and delicate difference between borrowing(假) and the unreal(幻). In this process, concept of the borrowing(假) and the unreal(幻) is divided into the two meaning. False(假) is to become the Borrowing and painting, the unreal(幻) is change into the act of recognition. In conclusion, I examined the significant transformation of the reality(眞) and the unreal(幻). The reality(眞) has been recognized as a important concept, it is diverged into the Nature, outer things and painting mind, and the object of ultimate value in appreciation and painting of Pre-chosun dynasty.

Shooting game Based on Line Trace Method (Line Trace를 이용한 슈팅게임 제작)

  • Ju, Hui-je;Choi, Woong-sik;Park, Joon-ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.469-470
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    • 2021
  • 본 논문에서 제안하는 슈팅게임 제자작 방법은 게임엔진으로 언리얼 엔진 4(Unreal Engine 4)를 사용하고 있다. 기존의 언리얼 엔진 기반의 게임은 총알에 데미지 판정 기법을 사용하지만, 슈팅게임 제작에서 중요한 요소인 정확성을 높이기 위해서 Line Trace 기술을 활용하는 기법을 제안한다.

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A Study on game engine properties for Art college education (예술 대학 교육을 위한 게임엔진 특성 연구 (Unity와 Unreal engine을 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.227-229
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    • 2019
  • Currently, people use game engines which is consist of essential elements(Graphic engine, Physics engine, Audio engine, UI system, Gameplay frameworks, etc) to develop video. This game engine is used for its own development, but usually it is used by renting a commercial engine. To be able to use such a game engine requires a lot of theoretical and functional education, but in a limited period of university education, it is impossible to deal with various game engines in game art colleges, not general engineering universities. This paper will compare and analyze the characteristics, and merits and demerits of these two kinds of Game engines (Unity and Unreal engine), and showed the result of analyses about the fact that educating which of the above 2 Game engines are helpful and beneficial for the students for the efficient education in the Art college where should teach much in the limited time.

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An Efficient Method for Crown-Shaped Water Animation Using Geometric Mesh (기하적 메쉬를 이용한 왕관형 수면 애니메이션을 구현하기 위한 효율적 방법)

  • Lee, Kyung-Hoon;Park, Jinho
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.13-21
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    • 2014
  • The paper provides an efficient method for generating water crown animation. Compared to general liquid simulation, water crown animation requires tremendous computational loads. Tackling the problem, we propose a novel geometry based approach with procedural texture. Unreal engine is utilized to construct material and handle the geometric mesh combined with water texture. The experimental results demonstrate our method achieves effective performance for realistic water crown animation.

Car Driving Simulation Game using 3-axis Gyroscope Sensor (3축 자이로스코프 센서를 이용한 자동차 주행 시뮬레이션)

  • Han, Kwangbae;Ko, Kwangman
    • Journal of Korea Multimedia Society
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    • v.19 no.6
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    • pp.1089-1094
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    • 2016
  • A simulation game represented the real world and situation as a video games, In the first time, this simulation game primarily applied to military practice areas and then it's applied areas were extended to strategy, flighting, racing, life areas. In this paper, we developed the driving simulator that operate the 3-axis sensor attached driver's handle which could forward/backward moving, control of direction, and transmit of gear in the virtual space. For more the realities of the situation and accuracy of the location and speed, we adopted the 3-axis sensing informations, Unreal engine4' and Blueprint.

Rendering Performance Evaluation of 3D Games with Interior Mapping (Interior Mapping이 적용된 3D 게임의 렌더링 성능 평가)

  • Lee, Jae-Won;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.49-60
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    • 2019
  • Interior Mapping has been used to reduce graphics resources. In this paper, rendering speed(FPS), the number of polygons, shader complexity and each resource size of Interior Mapping were compared to those of actual modeling in order to examine the performance of 3D games when the technology is adapted by utilizing Unreal Engine 4. In addition, for the efficient application, the difference in performance according to the resolution and detail of cube map texture was verified.