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시각적 오류 문제를 경감하는 Oculus Rift 기반 3D 입체 게임 구현

Implementation of A Stereoscopic 3D Game To Reduce Visual Artifacts Using Oculus Rift

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초록

In this paper, we define four problems that cause visual artifacts when implementing a stereoscopic 3Dgame using Oculus Rift which supports head tracking, and then we provide its solutions. For the firstproblem that the center point of the camera deviates when the headset rotates over a certain angle (180degree), the game character body was rotated further by the offset that exceeds a certain angle. Theproblem of the disharmony of color images was also solved by limiting the color tones of the color palette. Plus the response time problem of the head tracking was solved by applying the ease-in-out Bezier curveanimation to camera movement. Finally the visual artifacts problem in 2D user interface (UI) was solvedby placing 3D UI outside the Oculus Rift camera. Therefore, this paper provides the Oculus Rift basedimmersive stereoscopic 3D game development methodology.

Abstract

In this paper, we define four problems that cause visual artifacts when implementing a stereoscopic 3Dgame using Oculus Rift which supports head tracking, and then we provide its solutions. For the firstproblem that the center point of the camera deviates when the headset rotates over a certain angle (180degree), the game character body was rotated further by the offset that exceeds a certain angle. Theproblem of the disharmony of color images was also solved by limiting the color tones of the color palette. Plus the response time problem of the head tracking was solved by applying the ease-in-out Bezier curveanimation to camera movement. Finally the visual artifacts problem in 2D user interface (UI) was solvedby placing 3D UI outside the Oculus Rift camera. Therefore, this paper provides the Oculus Rift basedimmersive stereoscopic 3D game development methodology.

참고문헌 (11)

  1. "Samsung Galaxy Gear VR"[URL]
  2. "Google Glass"[URL]
  3. "Sony HMZ-T3W"[URL]
  4. "Oculus Rift"[URL]
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  6. 송미영, "게임의 제어입력으로 PC 카메라를 통해 추출된 모션을 활용한 몰입형 게임 개발", 한국컴퓨터게임학회논문지, 117(19), pp.117~124 (2009), (사)한국컴퓨터게임학회
  7. 김세훈, "3D 입체영상의 시각적 연출 특성 연구 -영화 <잃어버린 세계를 찾아서>를 중심으로-", 한국콘텐츠학회 논문지, 11(2), pp.229~237 (2011), 한국콘텐츠학회
  8. 권혁인, "2D영상과 3D 입체영상에서의 액션 어드벤처 게임 몰입도 비교", 한국콘텐츠학회 논문지, 11(1), pp.157~164 (2011), 한국콘텐츠학회
  9. 임창주, "체감형 3D 입체영상 콘텐츠 개발:'3D Heading Shooter'", 한국컴퓨터게임학회논문지, 24(2), pp.5~14 (2011), (사)한국컴퓨터게임학회
  10. 김정현, "시각 피로를 고려한 3D 그래픽 기반의입체카메라 조절 연구", 한국컴퓨터게임학회논문지, 24(4), pp.89~98 (2011), (사)한국컴퓨터게임학회
  11. "Dead Space"[URL]

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