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물보라 시뮬레이션을 위한 물리기반의 입자 기법

A particle Method in Physically-based for splash Simulation

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The purpose of this paper was to apply and express to a particle production system based onmathematical models to raise a cloud of spray. It was used that a crash was used to conflict expandingwave generation model and applying the block cover. Also, we applied to the KD-tree in order to reducetrial search. The block cover was created with the creation on the phase of height values. The waves andwind made by character's emotions, which input use as the value. Reached a certain level in both cases,waves and waves are generated a cloud of spray by the collision. The repetition of generated waver wasapplied with the Windows function. Handling conflict is affected in a cloud of spray. Generated KD-Treerenewal grid is beyond the range in block cover and is not a uniform height. It is built that the processingof collision is not performed by the level on height of a wave. This process was designed by the beststatistical analysis after reviewing sufficient factual nature. This paper is applied with a cloud of splay foremotional online games like game that tried to apply the spray can apply for the environment. If you use aphysically-based model requires a lot of calculation time, the physically-based models ask a lot ofcomplicated calculation time for solver this program and high-performance systems. However, ablock-cover can be role of a very effective way for enough performance. Through the analysis result canbe obtained a sufficient result in easy implementation of the cloud of spray

Abstract

The purpose of this paper was to apply and express to a particle production system based onmathematical models to raise a cloud of spray. It was used that a crash was used to conflict expandingwave generation model and applying the block cover. Also, we applied to the KD-tree in order to reducetrial search. The block cover was created with the creation on the phase of height values. The waves andwind made by character's emotions, which input use as the value. Reached a certain level in both cases,waves and waves are generated a cloud of spray by the collision. The repetition of generated waver wasapplied with the Windows function. Handling conflict is affected in a cloud of spray. Generated KD-Treerenewal grid is beyond the range in block cover and is not a uniform height. It is built that the processingof collision is not performed by the level on height of a wave. This process was designed by the beststatistical analysis after reviewing sufficient factual nature. This paper is applied with a cloud of splay foremotional online games like game that tried to apply the spray can apply for the environment. If you use aphysically-based model requires a lot of calculation time, the physically-based models ask a lot ofcomplicated calculation time for solver this program and high-performance systems. However, ablock-cover can be role of a very effective way for enough performance. Through the analysis result canbe obtained a sufficient result in easy implementation of the cloud of spray

참고문헌 (14)

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  11. 이승욱, "분대 캐릭터 제어를 위한 시스템 모델", 한국컴퓨터게임학회논문지, (13), pp.107~115 (2008), (사)한국컴퓨터게임학회
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