감성 온라인 게임을 위한 구름 생성 시스템
(주)코리아스칼라
- 최초 등록일
- 2023.04.05
- 최종 저작일
- 2013.03
- 7페이지/ 어도비 PDF
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서지정보
ㆍ발행기관 : 한국컴퓨터게임학회
ㆍ수록지정보 : 한국컴퓨터게임학회 논문지 / 26권 / 1호
ㆍ저자명 : 이승욱
목차
ABSTRACT 1. 서론 2. 관련 연구 2.1 구름의 밀도 및 렌더링 2.2 볼륨 포톤 매핑 기법 2.3 Navier-Stokes 방정식 2.4 하늘의 원경 렌더링 3. 구름 생성을 위한 수학적 모델 3.1 구름의 생성 3.2 구름의 밀도 평가 3.3 구름의 렌더링 4. 구름 생성 시스템 프로세스 4.1 감정 모델정의 4.2 시스템 모델 설계 4.3 실험 및 구현 4.4 시스템의 성능 및 효율성 평가 5. 결론 참고문헌
영어 초록
The purpose of this study was to express a system with real-time modeling and rending of skies and clouds for an emotional online game. Especially, it was suggested that the method was processed with modeling data by the real time through evaluation of the character’s emotions. The colors of skies and clouds were happened to emotion-based automatic generation, which was intended to a way of game players. Generating the clouds was used with the random course system and the density of clouds was made with indexing values of generating time. From the applying light in-scattering effects to the volume photon mapping technique, it was preset using the index value, which was generated with the efficient processing performance. Consequently, it was improved the performance about storing and searching, the fastest rendering processing efficiency, and generating on pictures of high quality in very fast time by using the KD-tree.
참고 자료
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