• Title/Summary/Keyword: game physics

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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.

Methods for Swing Recognition and Shuttle Cock's Trajectory Calculation in a Tangible Badminton Game (체감형 배드민턴 게임을 위한 스윙 인식과 셔틀콕 궤적 계산 방법)

  • Kim, Sangchul
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.67-76
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    • 2014
  • Recently there have been many interests on tangible sport games that can recognize the motions of players. In this paper, we propose essential technologies required for tangible games, which are methods for swing motion recognition and the calculation of shuttle cock's trajectory. When a user carries out a badminton swing while holding a smartphone with his hand, the motion signal generated by smartphone-embedded acceleration sensors is transformed into a feature vector through a Daubechies filter, and then its swing type is recognized using a k-NN based method. The method for swing motion presented herein provides an advantage in a way that a player can enjoy tangible games without purchasing a commercial motion controller. Since a badminton shuttle cock has a particular flight trajectory due to the nature of its shape, it is not easy to calculate the trajectory of the shuttle cock using simple physics rules about force and velocity. In this paper, we propose a method for calculating the flight trajectory of a badminton shuttle cock in which the wind effect is considered.

Physics-based Simulation of a VTVL Vehicle for 2D Games (2D 게임을 위한 수직 이착륙 비행체의 물리 기반 시뮬레이션)

  • Moon, Sukjin;Choi, Min Gyu
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.1
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    • pp.21-25
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    • 2013
  • In this paper, we consider a physics-based 2D flight simulation game where users can easily control realistic flight of a vehicle equipped with two thrusters that allow vertical takeoff and vertical landing. The flight vehicle can be manipulated by directly controlling the thrusting force at each thruster using a pair of analog input devices such as joysticks. However, it might require too much practice to make aerobatic flying solely with this kind of control. We propose a set of fly-by-wire methods that provide easy-to-use, intuitive control of a VTVL vehicle. Based on PD controllers, the proposed methods allow users to specify the velocity or position of the vehicle directly. Furthermore, they are easy to understand and simple to implement. We expect that the proposed vehicle model and control mechanism could be used in various 2D games.

Game Physics Technology (게임 물리 기술 동향)

  • Lee, Gi-Seok;Lee, Dong-Chun;Kim, Hang-Gi;Park, Sang-Uk;Park, Chang-Jun
    • Electronics and Telecommunications Trends
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    • v.22 no.4 s.106
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    • pp.53-63
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    • 2007
  • 게임 물리 기술은 컴퓨터 그래픽스의 한 분야로써 오랫동안 연구되어 왔던 물리 기반모델링(physically-based modeling) 분야의 다양한 연구 성과를 게임에 적용한 것이다. 게임 물리는 실제와 유사한 게임 환경을 구현하기 위한 필수적인 게임 요소 기술로써 그동안 연산의 복잡도에 따른 실시간성의 제약에 의해 게임에 부분적인 활용이 이루어져 왔으나 하드웨어의 성능향상과 더불어 그 중요성이 더욱 높아지고 있다. 본 논문에서는 게임 물리 기술들의 발전과 주요 기술들에 대해서 설명하고 현재 시장에서 많이 사용되는 상용 물리 엔진의 특징과 연구 동향을 통하여 앞으로의 발전 방향을 제시하고자 한다.

Cost-Effective Design of Autonomous Chess Playing Robot for AI Research Platform (AI 연구 플랫폼을 위한 저비용 체스 로봇 설계)

  • Faraooq, Sehar Shahazad;Khalil, Hafiz M.W.;Arif, Adeel
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06b
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    • pp.447-449
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    • 2012
  • This paper present an intelligent microcontroller based chess playing robot which can play a board game against opponent and calculate its moves in a non-idealized environment. In this work, for the sake of simplicity task is accomplished by using Cartesian coordinate system. Chess playing system has been designed in such a way that it provides an interface between user and robot to control chess movements using RS232. Various algorithms are implemented for interfacing hardware in C++ language. Our main goal is to design a cost effective and highly accurate robot system that consumes minimal power to complete its task.

Design of Physics Simulator and Software Development Kit for 3D Game Developers (3차원 게임 개발자를 위한 물리 시뮬레이터 및 개발도구의 설계)

  • Kim, Seong-Chan;Kim, Dong-Kyun;Hwang, Yo-Han;Shin, Dong-Kyoo;Shin, Dong-Il
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04a
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    • pp.269-272
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    • 2002
  • 본 논문에서는 3차원 게임 물리 엔진의 개발을 지원하는 물리 시뮬레이터 및 개발도구에 대해 설계하였다. 3차원 게임 물리 엔진을 개발하는 과정에서 다양한 물리 현상을 실시간으로 테스트하여 인터렉티브한 게임에서의 물리효과와 사용자가 물리 시뮬레이터를 이용하여 테스트한 환경을 시뮬레이터 개발도구를 통해 API를 생성하여 라이브러리 형태로 제공함으로써 좀더 정확한 물리 현상 구현과 개발기간의 단축 및 개발 공정을 효율적으로 처리할 수 있도록 하였다.

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Realtime Fire Simulation and Rendering on Mobile Environment (모바일 환경에서 불꽃의 실시간 시뮬레이션과 렌더링)

  • Woo, Sang-Hyuk;Jo, Mi-Ri-Na;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.10 no.7
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    • pp.934-943
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    • 2007
  • This paper presents a real-time fire simulation on the mobile phone using stable fluid animation techniques. Stable and fast fluid simulation methods are developed in PC and console games, but fluid simulation and interactive fluid models require too much system resources for applying on mobile environment. We studied and implemented physics-based models for fluids like fire and smoke effects using billboard and stable fluids simulation method on mobile 3D system. The mobile platform of our system is WIPI, which is the standard mobile platform in Korea, also we adopted NF3D API for our 3D programming API. We implemented real-time fire simulation and added it in mobile 3D game, "Rupee Story".

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Research on Artificial Intelligence Character based Physics Engine in 3D Game (3 차원 게임에서의 물리엔진에 기반한 인공지능 캐릭터에 관한 연구)

  • Choi, Jong-Hwa;Lee, Byung-Yoon;Lee, Ju-Youn;Shin, Dong-Kyoo;Shin, Dong-Il
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.469-472
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    • 2005
  • 이 논문은 게임물리엔진에서 게임세계의 물리적인 요소를 통하여 게임에 존재하는 캐릭터들에게 인공지능을 부여하기 위한 연구에 관해서 다룬다. 게임속에서의 물리적인 상황을 자동인식하기 위해서 신경망을 이용하였다. 게임속에서의 인공지능의 적용은 게임의 속도저하를 가져오게 되는데 이 논문에서는 그러한 단점을 보완하기 위하여 물리엔진에서 캐릭터의 움직임을 계산하는 수치적분 메서드들에 대한 각 물리상황에 따른 최적의 성능을 분석하여 각각의 물리 상황마다 다른 수치 적분 메서드를 적용하는 내부 구조를 취하였다. 수치적분 메서드에 대한 각각의 성능 분석은 세가지의 물리적 상황을 구분하여 그에 기반하여 실험되었다. 인공지능 캐릭터에 대한 실험은 신경망의 토폴로지에 대한 변화와 학습 횟수에 대한 변화 및 은닉층에 대한 변화로 신경망에서의 최적의 성능에 대한 평가를 실시하였다.

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Implementation of Underwater Simulation of a Net using OpenMP (OpenMP 병렬프로그램을 이용한 그물의 수중형상 시뮬레이션 구현)

  • Park, Myeong-Chul;Park, Seok-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.2
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    • pp.11-17
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    • 2008
  • The net shape effects by the various vectors in underwater. Each particle of the net calculating the effect of all vectors augments an accuracy and reality. But, the time complexity becomes larger because of huge calculation. The previous techniques reduced a physics reality. And embodied the underwater virtual reality which augments visual reality with simulation. In this paper, parallel processing the particles, it embodied the simulation which is satisfied a physical reality and time reality. The parallel processing used the OpenMP, and the reality graphic expression used the OpenGL. The simulation which this paper Proposes will be the possibility becoming the fundamental data for a model analysis or a specialist system from game and marine field.

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Object Control System Based on LED for Table Top Display (테이블 탑 디스플레이용 LED기반 객체 컨트롤 시스템 -증강현실을 위한 테이블 탑 디스플레이용 입력장치)

  • Oh, Jin-Sik;Jeong, Jong-Mun;Kim, Jeong-Sik;Yang, Hyung-Jeong;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.224-229
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    • 2008
  • In this paper, we propose an object control system on table top display to support augmented reality in which objects in real-world control computer-generated data. We developed LED-based object control system over table top display so that it is capable of controlling networked table top display. The LED-based object control system supports more natural interactive interface. In this paper, infrared LED is used to implement the object control device to be recognised by table top display. We applied LED-based object control system in air hockey game where a team has a point if their puck goes to opponent's net on a table. Since users can control objects in cyber world with the proposed object control device, it is realized augmented reality.

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