DOI QR코드

DOI QR Code

Implementation of Raindrop Rendering Using Unity3D Engine

Unity3D를 이용한 빗방울 렌더링 구현

  • Lee, MyounJae (Division of Information & Communication, BaekSeok University) ;
  • Kim, Kyoung-Nam (Division of Liberal Art and Teaching, Sungkyul University)
  • Received : 2013.12.17
  • Accepted : 2014.01.20
  • Published : 2014.01.28

Abstract

This research is the study of raindrop rendering. In case of rendering for raindrop in existing games, it is used on sprites images or roughly raindrops images using texture rendering. These methods are similar to the shape and size of all rendered raindrop. That's why players are limitations to provide a sense of reality. To overcome this limitation, this paper proposes a method for generating raindrop considering surface tension and contac angle, the amount of water, implements the raindrop using Unity3D engine. To demonstrate the usefulness of this paper, this paper shows the generated raindrop in accordance with the change in the area and pulling force in surface tension formula. This paper can help to provide the actuality in game in case of rendering the raindrop.

본 연구는 빗방울 렌더링에 관한 연구이다. 기존 게임에서 빗방울을 렌더링하는 경우에는 스프라이트 이미지를 이용하거나 대략적으로 빗방울이 맺힌 텍스처를 이용한다. 이 방법은 모든 빗방울이 비슷한 모양과 크기로 렌더링되기 때문에 플레이어들에게 실제감을 제공하기에는 한계가 있다. 이 한계를 개선하기 위해 본 논문에서는 빗방울이 물체와 접촉했을 때 표면 장력을 고려한 빗방울 생성 방법을 제안하고 이를 Unity3D 엔진을 이용하여 구현한다. 본 논문의 유용성을 보여주기 위해, 표면 장력 수식의 요소인 면적과 당기는 힘의 변화에 따른 빗방울 생성을 보여준다. 본 논문은 빗방울을 게임에서 렌더링 하는 경우 실제감 있는 게임 제작에 도움을 줄 수 있다.

Keywords

References

  1. KOOCA, Republic of Korea Game White Paper, 2013.
  2. Kyuman Jeong, Seong-Whan Kim, "Application of non-photorealstic rendering techniques for computer games", Journal of Korea Computer Game Society, No.14, 2008.
  3. Heekyung Yang, Kyungha Min, A Non-Photorealistic Rendering Technique of Flame for Games, KCGS, Vol.25, No.4, 2012.
  4. Kwang-tae Kim, Kyoung-ju Park, "Environment-Adaptive and Real-Time Rendering of Fluids for Cartoon Style Game", Journal of KGS, Vol.12, No.5, 2012.
  5. Ho Min Lee, Won Hyung Lee, "A Frustum Based Real Time Ocean Rendering with GPU", Journal of KCGS, Vol.10, pp.43-48, 2007.
  6. Young-Min Kang, "Realistic Rendering of Woven Surface using Procedural Bump Mapping", Journal of KCGS, Vol.10, No.3, pp.103-111, 2010.
  7. SungBae Park, GyuHwan Oh, "A Study on Real-Time Lightning Simulation for Smart Device", Journal of KGS, Vol.13 No.4, pp.35-46, 2013. https://doi.org/10.7583/JKGS.2013.13.4.35
  8. Sung-Uk Lee, "Generating clouds System for the emotional online game", Journal of KCGS, Vol.26 No.1, 2013.
  9. Natalya Tatarchuk, Artist-Directable Real-Time Rain Rendering in City Environments, Proceeding NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena, pp.61-73, 2006.
  10. Zhiguang Guo, Weimin Liu, "Biomimic from the superhydrophobic plantleaves in nature: Binary structure and unitary structure", Plant Science 172, pp.1103-1112, 2007. https://doi.org/10.1016/j.plantsci.2007.03.005
  11. Carles Creus Lopez, Gustavo Ariel Patow, "Realistic Rain Rendering in realtime", Computer & Graphics, Vol.37, Issue 1-2, pp. 33-40, 2013. https://doi.org/10.1016/j.cag.2012.12.002
  12. Jasper, J. J. J. Phys. Chem. Ref. Data 1972, 1, 841−1009.
  13. S.J Kim,. "Study on the contact angle of water droplets formed on the leaf surface", The 54th National Science Exhibition, pp.18-25, 2008.7
  14. Benny Lautrup, Physics of Continuous Matter, pp.69-95, CRC Press, 2011.
  15. Myoun-Jae Lee, "A Study on Game Production Education through Recent Trend Analysis of 3D Game Engine", Journal of the Korea Convergence Society, Vol.4, No.1, pp.7-12, 2013.