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감성 온라인 게임을 위한 바다 생성

Generating Ocean System for the emotional online game

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초록

The purpose of this study was to make the sea with rending of ocean by using the proper algorithm for anemotional online game. We used statistical model to make the sea in this study. In measuring the wave height,we used Fast Fourier Transformation (FFT) to calculate the sum of amplitude and phrase quickly with randomnumbers of the time. We eliminated the overlap functions of sine and cosines by using the repeatability of trigonometric function. We saved the values of trigonometric function in memory space. Therefore, we could deal with the repetitivecalculations by memory access because the same values are repeated in the standard based on within one cycleof 2 in sine and cosine functions. By changing the sampling size of Windows function, we calculated the mobility on each local area and weapplied this mobility to this study according to hierarchical structure. In addition, we used the reflectivitydifferently by putting the value of into the effect Fresnel reflection. The reason why we used this methodwas to make the sea look more realistic. In the aspect of the intensity of light of the sea, we did not calculate it and we applied KD- Tree data structureon the density of the values occurred at the time of the sea was created. The advantage of this method was toreduce search time effectively. In this Tree structure, index time log, search time and log time arespend, which is applied to the photon closed to. In the case of KD-Tree, this is a very effective way in savingand recovering. One weakness was that we had to limit the effect of indirect illumination to express a wide sea. However, by using photon mapping, we solved this problem

Abstract

The purpose of this study was to make the sea with rending of ocean by using the proper algorithm for anemotional online game. We used statistical model to make the sea in this study. In measuring the wave height,we used Fast Fourier Transformation (FFT) to calculate the sum of amplitude and phrase quickly with randomnumbers of the time. We eliminated the overlap functions of sine and cosines by using the repeatability of trigonometric function. We saved the values of trigonometric function in memory space. Therefore, we could deal with the repetitivecalculations by memory access because the same values are repeated in the standard based on within one cycleof 2 in sine and cosine functions. By changing the sampling size of Windows function, we calculated the mobility on each local area and weapplied this mobility to this study according to hierarchical structure. In addition, we used the reflectivitydifferently by putting the value of into the effect Fresnel reflection. The reason why we used this methodwas to make the sea look more realistic. In the aspect of the intensity of light of the sea, we did not calculate it and we applied KD- Tree data structureon the density of the values occurred at the time of the sea was created. The advantage of this method was toreduce search time effectively. In this Tree structure, index time log, search time and log time arespend, which is applied to the photon closed to. In the case of KD-Tree, this is a very effective way in savingand recovering. One weakness was that we had to limit the effect of indirect illumination to express a wide sea. However, by using photon mapping, we solved this problem

참고문헌 (14)

  1. A. Fournier, "A simple model of ocean waves", Proceedings of ACM SIGGRAPH 1986, pp.75~84 (1986)
  2. Damien Hinsinger, "Interactive Animation of Ocean Waves", Proceedings of the 2002 ACM SIGGRAPH, 2002, ~
  3. Ebert, D. S., "“Texturing &Modeling”, A procedural Approach" (2002), Morgan Kaufman
  4. 김은정, "체감형 게임에서 ‘체화된 경험’의 의미에 대한 고찰", 한국컴퓨터게임학회논문지, (23), pp.165~174 (2010), (사)한국컴퓨터게임학회
  5. Eric Bruneton, "Real time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF", Computer Graphics Forum, 29(2), pp.487~496 (2010)
  6. Gary A. Mastin, "Fourier Synthesis of Ocean Scenes", IEEE Computer Graphics and Applications, pp.16~23 (1987)
  7. 양희경, "게임의 몰입도 증가를 위해 감성 모델에 기반을 둔 시각적 콘텐츠의 감성 강화 기법", 한국컴퓨터게임학회논문지, 25(2), pp.171~176 (2012), (사)한국컴퓨터게임학회[DOI]
  8. Jos Stam, "Stable Fluids", Proceedings of the 26th Anual Conference on Computer Graphics and Interactive Techniques, pp.121~128 (1999)
  9. 박종승, "증강현실 게임의 소프트웨어 디자인 프레임워크", 한국컴퓨터게임학회논문지, (22), pp.59~67 (2010), (사)한국컴퓨터게임학회
  10. Perlin, K., "An image synthesizer", Computer Graphics(Siggraph '85 proceeding), 19(3), pp.287~296 (1985)
  11. Sebastien Thon, "Ocean Waves Synthesis Using a Spectrum-Based Turbulence Function", Proceedings of the International Conference on Computer Graphics (2000)
  12. 김승미, "멀티밴드 합성을 이용한 실시간 워터 렌더링", 한국컴퓨터게임학회논문지, (21), pp.57~66 (2010), (사)한국컴퓨터게임학회
  13. 이승욱, "자동적 에이전트에 의한 온라인게임의 캐릭터 감정 표현", 한국컴퓨터게임학회논문지, (16), pp.55~62 (2009), (사)한국컴퓨터게임학회
  14. 이승욱, "실 감형 온라인 게임을 위한 계산이론 기반의 프로세스 모델", 한국컴퓨터게임학회논문지, 25(3), pp.75~83 (2012), (사)한국컴퓨터게임학회

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