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바람 흐름의 변화를 반영하는 나무 애니메이션

Tree Animations according to Changing Wind Flows

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초록

This paper proposes the algorithm of a naturally moving tree animation based on a variety of treeskinning model according to changing realistic wind flows. A variety of tree models are designed onchanging branch creation iteration, deviation angle, creation probability, mesh resolution, and boneresolution based on skinning models provided by Game Institute game engine. In order to reflect thechange of wind flows, the curve animation is applied to the strength of the wind in the proposed algorithm. The noise wave function is also applied instead of a regular triangular wave function depending on thephysical characteristics when the curve animation is stacked from the bottom up to the top branch. Experimental results verify the performance and the operation of the proposed animation according tochanging wind flows based on various tree models.

Abstract

This paper proposes the algorithm of a naturally moving tree animation based on a variety of treeskinning model according to changing realistic wind flows. A variety of tree models are designed onchanging branch creation iteration, deviation angle, creation probability, mesh resolution, and boneresolution based on skinning models provided by Game Institute game engine. In order to reflect thechange of wind flows, the curve animation is applied to the strength of the wind in the proposed algorithm. The noise wave function is also applied instead of a regular triangular wave function depending on thephysical characteristics when the curve animation is stacked from the bottom up to the top branch. Experimental results verify the performance and the operation of the proposed animation according tochanging wind flows based on various tree models.

참고문헌 (14)

  1. "Game Institute Game Engine"[URL]
  2. R. Sun, "Intelligent tree modeling based on l-system", 2009 IEEE 10th International Conference on ComputerAided Industrial Design Conceptual Design, pp.1096~1100 (2009)
  3. J. Weber, "Creation and rendering of realistic trees", Proceedings of SIGGRAPH 1995, pp.119~128 (1995)
  4. W. Palubicki, "Self-organizing tree models for image synthesis", Proceedings of SIGGRAPH 2009, pp.58:1~58:10 (2009)
  5. 김진모, "사실적인 게임 배경 제작을 위한 나무 성장 모델 설계", 한국게임학회 논문지, 13(2), pp.49~58 (2013), 한국게임학회[DOI]
  6. Harker, George, "Animation of Trees in the Wind: Efficient and Believable Tree Motion", Submission for SIGGRAPH 2002 (2002)
  7. Stam, Jos, "Stochastic Dynamics: Simulating the Effects of Turbulence on Flexible Structures", Computer Graphics Forum, 16(3), pp.159~164 (1997)
  8. Wejchert, Jakub, "Animation Aerodynamics", Proceedings of the 18th Annual Conference on Computer Graphics and Interactive Techniques, pp.19~21 (1991)
  9. Di Giacomo, Thomas, "An Interactive Forest", Proceedings of the Eurographic Workshop on Computer Animation and Simulation, pp.65~74 (2001)
  10. "GPU Gems 3 Chapter 6"[URL]
  11. "Speed Tree"[URL]
  12. 이윤진, "연기 애니메이션을 위한 GPU 기반 펜앤잉크 렌더링", 한국컴퓨터게임학회논문지, 24(2), pp.101~108 (2011), (사)한국컴퓨터게임학회
  13. 김정현, "시각 피로를 고려한 3D 그래픽 기반의입체카메라 조절 연구", 한국컴퓨터게임학회논문지, 24(4), pp.89~98 (2011), (사)한국컴퓨터게임학회
  14. 이근성, "시각적 오류 문제를 경감하는 Oculus Rift 기반 3D 입체 게임 구현", 한국컴퓨터게임학회논문지, 27(4), pp.193~201 (2014), (사)한국컴퓨터게임학회

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