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The application of Chinese ink painting techniques using PBR technology to game

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With the development of digital contents technology, various expression technologies are used in game production. Computer games are exploding today with the spread of the Internet and mobile devices. In this paper, the traditional Chinese ink painting technique is expressed by PBR technology and applied to game production. Chinese ink painting was the most advanced in the Tang Dynasty period, and the diversity and characteristics of the expression technique were examined. PBR is a technique used in the Unreal engine and expresses Chinese ink painting technique using it. And the object of Chinese traditional ink painting technique expressed using PBR technology was applied to real game and evaluated.

Abstract

With the development of digital contents technology, various expression technologies are used in game production. Computer games are exploding today with the spread of the Internet and mobile devices. In this paper, the traditional Chinese ink painting technique is expressed by PBR technology and applied to game production. Chinese ink painting was the most advanced in the Tang Dynasty period, and the diversity and characteristics of the expression technique were examined. PBR is a technique used in the Unreal engine and expresses Chinese ink painting technique using it. And the object of Chinese traditional ink painting technique expressed using PBR technology was applied to real game and evaluated.

참고문헌 (9)

  1. Hou, Weiwei, "Contact state estimation based on surface-matching in virtual assembly", Chinese Journal of Mechanical Engineering, 25(1), pp.1~11 (2012)
  2. Liu, Shi-guang, "Physically based modeling and animation of tornado", Journal of Zhejiang University-SCIENCE, pp.1099~1106 (2006)
  3. Tan, Jie, "Physically-based fluid animation: A survey", Science in China Series F: Information Sciences, 52(5), pp.723~740 (2009)
  4. Tone reproduction and physically based spectral rendering, "Kate Devlin", Eurographics, ~ (2002)
  5. Haro, Antonio, "Real-time, photo-realistic, physically based rendering of fine scale human skin structure", Rendering Techniques 2001, pp.53~62 (2001)
  6. 이주행, "물리기반 렌더링에서의 비스플라인 볼륨 BRDF 표현과 응용", 한국CDE학회 논문집, 13(6), pp.469~477 (2008), 한국CDE학회
  7. Sungkil Lee, "Physically-Based Real-Time Lens Flare Rendering", Korea Computer Graphics Society, pp.73~74 (2012)
  8. 김성동, "PBR(Physically based Render) simulation considered mathematical Fresnel model for Game Improvement", 한국게임학회 논문지, 16(1), pp.111~118 (2016), 한국게임학회[DOI]
  9. 이명영, "물리적 특성 모델링에 기반한 라이팅 환경의 랜더링 기법", 전자공학회논문지 - SP, 43(6), pp.46~56 (2006), 대한전자공학회

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