• Title/Summary/Keyword: 이펙트

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The Design and An Implementation of effective algorithms Effect Based on XNA Game Development Environment (XNA기반 게임 개발의 이펙트 효과 알고리즘 설계 및 구현)

  • Seo, Jeong-Man;Choi, Chang-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.7
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    • pp.37-46
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    • 2014
  • In this paper, by using Visual C # XNA game development application relates to a technique. This paper proposes the design and an implement effective algorithms Effect Based on XNA Game Development Environment. Existing in the development of the game using Directx C++ game developers, game development, it is necessary to position a lot of the source code. Particularly effective effect was much difficulty in the processing section. However, to eliminate this difficulty was proposed in the paper. The possibility of developing the game in XNA-based group. For the superiority of the proposed paper and the comparative analysis of existing games were designed for the development of the game was. The future study will be the design of various effects and events which give more immersive game implementation.

Interactive VFX System for TV Virtual Studio (TV 가상 스튜디오용 인터랙티브 VFX 시스템)

  • Byun, Hae Won
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.21-27
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    • 2015
  • In this paper, we presents visual effect(water, fire, smoke) simulation and interaction system for TV virtual studio. TV virtual studio seamlessly synthesizes CG background and a live performer standing on a TV green studio. Previous virtual studios focus on the registration of CG background and a performer in real world. In contrast to the previous systems, we can afford to make new types of TV scenes more easily by simulating interactive visual effects according to a performer. This requires the extraction of the performer motion to be transformed 3D vector field and simulate fluids by applying the vector field to Navier Stokes equation. To add realism to water VFX simulation and interaction, we also simulate the dynamic behavior of splashing fluids on the water surface. To provide real-time recording of TV programs, real-time VFX simulation and interaction is presented through a GPU programming. Experimental results show this system can be used practically for realizing water, fire, smoke VFX simulation and the dynamic behavior simulation of fish flocks inside ocean.

Processing Techniques of Layer Channel Image for 3D Image Effects (3D 영상 효과를 위한 레이어 채널 이미지의 처리 기법)

  • Choi, Hak-Hyun;Kim, Jung-Hee;Lee, Myung-Hak
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.272-281
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    • 2008
  • A layer channel, which can express effects on 3D image, is inserted to use it on application rendering effectively. The current method of effect rendering requires individual sources in storage and image processing, because it uses individual and mixed management of images and effects. However, we can save costs and improve results in images processing by processing both image and layer channels together. By changing image format to insert a layer channel in image and adding a hide function to conceal the layer channel and control to make it possible to approach image and layer channels simultaneously during loading image and techniques hiding the layer channel by changing image format with simple techniques, like alpha blending, etc., it is developed to improve reusability and be able to be used in all programs by combining the layer channel and image together, so that images in changed format can be viewed in general image viewers. With the configuration, we can improve processing speed by introducing image and layer channels simultaneously during loading images, and reduce the size of source storage space for layer channel images by inserting a layer channel in 3D images. Also, it allows managing images in 3D image and layer channels simultaneously, enabling effective expressions, and we can expect to use it effectively in multimedia image used in practical applications.

The Development of Balancing Machine Using Hall Effect Sensor (홀 이펙트 센서를 이용한 밸런싱 머신 개발)

  • Jang In-Hun;Nam Won-Gi;Sim Gwi-Bo;O Se-Hun
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2006.05a
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    • pp.265-268
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    • 2006
  • 회전 기기에서 회전체의 편심은 언밸런스를 유발하는데 이를 보정하는 밸런싱은 회전 기기에서의 방진 및 저소음 설계에 중요한 항목일 뿐 아니라 회전기기의 안정성과 사용수명에 큰 영향을 미치기 때문에 매우 중요하다. 이러한 밸런싱 머신을 구현하기 위하여 편심을 정확히 측정하여야 하는데, 본 논문에서는 기존의 벨런싱 기기에 일반적으로 사용되고 있는 계측 원리와는 다르게 홀-이펙트 센서를 이용하여 편심을 측정하는 방식을 제안함으로써 저가의 계측 시스템 구성이 가능함을 보이고, 밸런싱 신의 편심 측정부를 PC통신을 이용하여 제어하고자 한다.

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The Development of Balancing Machine Using Hall Effect Sensor (홀 이펙트 센서를 이용한 밸런싱 머신 개발)

  • Jang, In-Hun;Nam, Won-Ki;Oh, Se-Hoon;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.16 no.2
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    • pp.209-214
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    • 2006
  • The eccentricity of the rotor causes a rotary machine to unbalance and the balancing to correct or compensate this is very important not only for dust-proof and anti -noise design but also for stabilization and durability of the rotary machine. In this paper, for developing the balancing machine to find and compensate such eccentricity, we will propose new way of measuring eccentricity using hall effect sensor that is different from the way in a conventional balancing machine. And we will show that it is possible to make balancing machine more compactly and cheaply by experiment results using hall effect sensor to measure eccentricity. Moreover we try to control and monitor the balancing machine by personal computer through serial communication.

게임리뷰-네오플‘던전&파이터’

  • Jeong, Dong-Jin
    • Digital Contents
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    • no.9 s.148
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    • pp.94-96
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    • 2005
  • 최근 온라인 게임계는 복고열풍이 화두다. 지난 2000년 3D 온라인 게임이 처음 등장한 이후 온라인게임 시장의 주류가 3D 게임으 로 바뀌면서 2D 기반의 온라인게임들은 점차 그 자취를 감추기 시작했다. 그러나 지난 해 말부터 이런 변화에 역행하는 게임들이 하나 둘씩 등장하기 시작했다. 세련되고 실감나는 그래픽과 화려한 이펙트, 커다란 스케일 등을 포기하고 게임들이 다시 2D와 횡스크롤 진행 등과 같은 3D 게임 이전의 과거로 회귀하고 있는 것이다. 2D 게임의 향수와 예전 오락실에서 즐기던 추억을 동시에 갖추고 있는 것으로 평가받고 있는 던전앤파이터를 분석했다.

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F/T 센서를 이용한 로봇 지능 향상 방안

  • 박종오
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1992.04a
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    • pp.349-353
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    • 1992
  • 로봇 경로프로그래밍 작업의 단순화는 산업용 로봇응용분야중 경로가 복잡할 경우, 예를 들어 연삭, 디버링, 폴리싱등 의 가공분야 그리고 아크용접같은 작업에서, 더욱 절실한 문제가 되고있다. 기존 로봇 프로그래밍 방식은 죠이스틱 또는 티칭 유니트, 오프라인 그리고 메스터-슬레이브 방식으로 구분될 수 있는데 각각 많은 프로그래밍 시간소요, 현장성부족 그리고 적용 로봇에의 한계를 문제점으로 들 수 있다. 여기서는 6축 수직 다관절 로봇의 손목부위에 6자 유도의 F/T 센서를 부착하여 작업자가 직접 로봇의 엔드 이펙트를 잡고 원하는 경로를 따라가는 동안 경로가 자동 프로 그래밍되는 알고리즘을 실험 결과와 함께 제시하고 있다.

Analysis of High Dynamic Range Image Format: OpenEXR (HDRI 포맷 분석: OpenEXR)

  • Kim, S.Y.;Pyo, S.H.;Choi, B.T.
    • Electronics and Telecommunications Trends
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    • v.19 no.1 s.85
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    • pp.33-42
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    • 2004
  • 본 고는 가장 최근에 개발된 HDRI 포맷인 OpenEXR 파일 포맷에 대하여 살펴본다. 지금까지 HDRI 포맷으로서 사용되었던 Log Luv TIFF나 Radiance RGBE와 같은 FP 타입의 HDRI 포맷은 압축 방식에 있어서 모두 손실 압축(loss compression)이거나 또는 너무 많은 메모리(32bits FP)를 소비하는 단점이 있었다. 그러나 ILM에 의해서 개발된 EXR 영상 포맷은 16bits FP 데이터 타입에 무손실 압축(lossless compression)을 제공할 뿐만 아니라 유연한 확장성을 제공하고 있기 때문에 앞으로 영상 산업에서의 비주얼 이펙트 표현에 중요한 역할을 할 것으로 기대된다.

The position control of an AC servo motor using linear hall-effect sensors (리니어 홀-이펙트 센서를 이용한 교류 서보 모터의 위치제어)

  • 박희성;장성수;오성업;성세진
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2003.11a
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    • pp.315-317
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    • 2003
  • This paper deals with the position control of an AC servo motor using linear hall-effect sensors. The price of these is very low, but it is possible to make position control of motor similar to a control using an encoder. This paper introduces the design of motor using linear hall-effect sensors and shows the results of control.

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Narrative Functions of Sound Design in Films (영화 사운드디자인의 내러티브 기능 연구)

  • Lee, Dong-Hwan
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.626-637
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    • 2013
  • Film sound should be analyzed based upon the profound understanding of sound design process and the principle behind it. Lack of this knowledge prevents the research from having the comprehensiveness and concreteness. This study aims to reaffirm the important role of sound design in filmmaking while also investigating the narrative functions of sound design. The role of sound design as a cinematic technique was defined as creating audio-visual experience with a collection of information, emotion, and ideas organized and presented in the sound narrative of films. Each process of sound design, dialog, ambience, Foley, and sound effects, was proved to be performing this role as a result of a case study of various narrative films. The narrative functions of sound design was able to be defined as well.