A*알고리즘을 이용한 게임 캐릭터에서의 특징 추출 기법
An A*-based Technique for Extracting Feature Curves from Game
0
조회
0
다운로드
3
인용
0
참고문헌
키워드
초록
본 논문에서는 게임 캐릭터로 활용되는 삼각형 메쉬 위에서 특징 곡선을 추출하는 기법을 제안한다. 본 논문에서제안하는 방법은 게임 엔진에서 최단 거리를 검색하는 데에 사용되는 A* 탐색 알고리즘을 기반으로 개발된다. 삼각형메쉬의 각 꼭지점에서 특징을 나타내는 특징 값을 측정한 다음, 이 특징 값을 최소화시키는 경로를 A* 알고리즘을 이용해서 탐색함으로써 특징 곡선을 추출한다. 이 방법은 에너지 최적화를 이용하는 기존의 방법에 비해서 안정적이고효율적으로 특징 곡선을 추출하며, 사용자로 하여금 추출하고자 하는 특징 곡선을 손쉽게 선택하도록 한다는 장점을가진다.
Abstract
We present an A* search algorithm-based feature extraction scheme on game characters, which is represented in triangular meshes. A* algorithm, which is known as a heuristic search algorithm on weighted graphs, is exploited to find a feature curve defined by a curvature-based weighting function. After finding a path whose cost minimizes the defined feature weight,we apply a smoothing algorithm to the path and extract smooth feature curves on the mesh. Our scheme shows very robust and effective feature extraction results on various game characters in triangular meshes.
참고문헌 (21)
- 민경하, "효율적인 게임 캐릭터 조작을 위한 삼각형 메쉬에서의 주곡률 방향의 측정", 한국컴퓨터게임학회논문지, (13), pp.129~135 (2008), (사)한국컴퓨터게임학회
- Andrew,S, "Interactive generation of feature curves on surfaces: A minimal path approach", 석사, pp.2000
- Goldfeather, J, "A Novel cubic-order algorithm for approximating principal direction vectors", ACM Transactions on Graphics, 32(1), pp.45~63 (2004)
- Gumhold,S, "Feature extraction from point clouds", 10th International Meshing Roundtable 2001, pp.293~305 (2001)
- Hubeli, A, "Multiresolutionalfeature extraction from unstructured meshes", IEEE Visualization '01, pp.287~294 (2001)
- Jung, M, "Snaking across 3d meshes", Pacific Graphics 2004, pp.415~420 (2004)
- Kim, S.-K, "Finding ridges and valleys in a discrete surface using a modified MLS approximation", Computer-Aided Design, 38(2), pp.173~180 (2006)
- Lee, Y, "Geometric snakes for triangular meshes", Computer Graphics Forum, 21(3), pp.229~238 (2002)
- Martinez, D, "Computing geodesics on triangular meshes", Computers & Graphics, 29(5), pp.667~675 (2005)
- Meyer, M, "Discrete differential-geometry operators for triangulated 2-manifold", Visualization and Mathematics III, 35(57) (2002)
- Milroy, M, "Segmentation of a wrap-around model using an active contour", Computer-Aided Design, 29(4), pp.299~320 (1997)
- Min, K, "Active contours with level-set for extracting feature curves from triangular meshes", Computer Graphics International 2006, 185~196 (2006)
- Ohtake, Y, "Ridge-valley lines on meshes via implicit surface fitting", ACM Transactions on Graphics, 23(3), pp.609~612 (2004)
- Pauly, M, "Multi-scale feature extraction on point-sampled surfaces", Computer Graphics Forum, 22(3), pp.281~289 (2003)
- Rossl, C, "Extraction of feature lines on triangulated surfaces using morphological operators", Smartgraphics, AAAI spring symposium 2000, pp.71~75 (2000)
- Rusinkiewicz,S, "Estimating curvatures and their derivatives on triangle meshes", Symposium on 3D Data Processing, Visualization, and Transmission, pp.486~493 (2004)
- Stylianou, G, "Crest lines for surface segmentation and flattening", IEEE Transactions on Visualization and Computer Graphics, 10(5), pp.536~544 (2004)
- Surazhsky, V, "Fast exact and approximate geodesics on meshes", ACM Transactions on Graphics, 24(3), pp.553~560 (2005)
- Taubin,G, "Estimating the tensor of curvature of a surface from a polyhedral approximation", ICCV 1995, pp.902~907 (1995)
- Watanabe, K, "Detection of salient curvature features on polygonal surfaces", Computer Graphics Forum, 20(3), pp.385~392 (2001)
- Yoshizawa, S, "Fast and robust detection of crest lines on meshes", ACM symposium on solid and physical modeling, pp.227~232 (2005)
