• Title/Summary/Keyword: 3D game image

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A 3d Viewing System for Real-time 3d Display General Monitors (범용 모니터에서 실시간 3d 디스플레이가 가능한 입체 뷰잉 시스템 개발)

  • Lee, Sang-Yong;Chin, Seong-Ah
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.49 no.2
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    • pp.13-19
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    • 2012
  • The techniques of 3d image processing have broadly used in the areas including movies, games, performances, exhibitions. In addition, increasing demands for practical uses have gradually extended to the areas of architecture, medicine, nuclear power plant. However, dominant techniques for 3d image processing seem to depend on multi-camera in which two stereo images are merged into one image. Also the pipeline has limitations to provide real-time 3d viewer in ubiquitous computing. It is not able to be applicable onto most general screens as well. In addition, the techniques can be utilized for the real-time 3d game play without a particular monitor or convertor. Hence, the research presented here is to aim at developing an efficient real-time 3d viewer using only mono camera which do not need post processing for editing as well.

3D Reenactment System of Soccer Game (3차원 축구 재연 시스템)

  • 이재호;김진우;김희정
    • Journal of Broadcast Engineering
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    • v.8 no.1
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    • pp.54-62
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    • 2003
  • This paper presents a Soccer Game 3D Reencatment System which reenact the Important scene like getting a goal with image processing and computer graphics technologies. KBS Research Institute of Technology has developed the 3D Reenactment System of Soccer Game called ‘VPlay' to provide TV viewers with fresh images in soccer games. Vplay generates the reenactment of exciting and important soccer scenes by using computer graphics. Vplay extracts legion of players from video with color information, and then computes precise positions of players on the ground by using global motion estimation model and playground axis transformation model. The results are applied to locomotion generation module that generates the locomotion of virtual characters automatically. Using predefined motion and model library, Vplay reenacts the important scene in a quick and convenient manner Vplay was developed for live broadcasting of soccer games that demands rapid producing time and was used efficiently during past WorldCup and Asian Game.

Specification and Implementation of Projective Texturing Node in X3D

  • Kim, In-Kwon;Jang, Ho-Wook;Yoo, Kwan-Hee;Ha, Jong-Sung
    • International Journal of Contents
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    • v.12 no.2
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    • pp.1-5
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    • 2016
  • Extensible 3D (X3D) is the ISO standard for defining 3D interactive web- and broadcast-based 3D content integrated with multimedia. With the advent of this integration of interactive 3D graphics into the web, users can easily produce 3D scenes within web contents. Even though there are diverse texture nodes in X3D, projective textures are not provided. We enable X3D to provide SingularProjectiveTexture and MultiProjectiveTexture nodes by materializing independent nodes of projector nodes for a singular projector and multi-projector. Our approach takes the creation of an independent projective texture node instead of Kamburelis's method, which requires inconvenient and duplicated specifications of two nodes, ImageTexture and Texture Coordinate.

3D Reconstruction of Urban Building using Laser range finder and CCD camera

  • Kim B. S.;Park Y. M.;Lee K. H.
    • Proceedings of the KSRS Conference
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    • 2004.10a
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    • pp.128-131
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    • 2004
  • In this paper, we describe reconstructed 3D-urban modeling techniques for laser scanner and CCD camera system, which are loading on the vehicle. We use two laser scanners, the one is horizon scanner and the other is vertical scanner. Horizon scanner acquires the horizon data of building for localization. Vertical scan data are main information for constructing a building. We compared extraction of edge aerial image with laser scan data. This method is able to correct the cumulative error of self-localization. Then we remove obstacles of 3D-reconstructed building. Real-texture information that is acquired with CCD camera is mapped by 3D-depth information. 3D building of urban is reconstructed to 3D-virtual world. These techniques apply to city plan. 3D-environment game. movie background. unmanned-patrol etc.

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A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.

Improved Rendering on Spherical Coordinate System using Convex Hull (컨벡스 헐을 이용한 개선된 구 좌표계 기반 렌더링 방법)

  • Kim, Nam-Jung;Hong, Hyun-Ki
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.157-165
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    • 2010
  • This paper presents a novel real-time rendering algorithm based on spherical coordinate system of the object using convex hull. While OpenGL rendering pipeline touches all vertices of an object, the proposed method takes account the only visible vertices by examining the visible triangles of the object. In order to determine the visible areas of the object in its spherical coordinate representation, the proposed method uses 3D geometric relation of 6 plane equations of the camera frustum and the bounding sphere of the object. In addition, we compute the convex hull of the object and its maximum side factors for hidden surface removal. Simulation results showed that the quality of result image is almost same compared to original image and rendering performance is greatly improved.

Method for 3D Visualization of Sound Data (사운드 데이터의 3D 시각화 방법)

  • Ko, Jae-Hyuk
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.331-337
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    • 2016
  • The purpose of this study is to provide a method to visualize the sound data to the three-dimensional image. The visualization of the sound data is performed according to the algorithm set after production of the text-based script that form the channel range of the sound data. The algorithm consists of a total of five levels, including setting sound channel range, setting picture frame for sound visualization, setting 3D image unit's property, extracting channel range of sound data and sound visualization, 3D visualization is performed with at least an operation signal input by the input device such as a mouse. With the sound files with the amount an animator can not finish in the normal way, 3D visualization method proposed in this study was highlighted that the low-cost, highly efficient way to produce creative artistic image by comparing the working time the animator with a study presented method and time for work. Future research will be the real-time visualization method of the sound data in a way that is going through a rendering process in the game engine.

3D Object Generation and Renderer System based on VAE ResNet-GAN

  • Min-Su Yu;Tae-Won Jung;GyoungHyun Kim;Soonchul Kwon;Kye-Dong Jung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.142-146
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    • 2023
  • We present a method for generating 3D structures and rendering objects by combining VAE (Variational Autoencoder) and GAN (Generative Adversarial Network). This approach focuses on generating and rendering 3D models with improved quality using residual learning as the learning method for the encoder. We deep stack the encoder layers to accurately reflect the features of the image and apply residual blocks to solve the problems of deep layers to improve the encoder performance. This solves the problems of gradient vanishing and exploding, which are problems when constructing a deep neural network, and creates a 3D model of improved quality. To accurately extract image features, we construct deep layers of the encoder model and apply the residual function to learning to model with more detailed information. The generated model has more detailed voxels for more accurate representation, is rendered by adding materials and lighting, and is finally converted into a mesh model. 3D models have excellent visual quality and accuracy, making them useful in various fields such as virtual reality, game development, and metaverse.

Reinforcement Learning-based Approach for Lego Puzzle Generation (강화학습을 이용한 레고 퍼즐 생성 기술 개발)

  • Park, Cheolseong;Yang, Heekyung;Min, Kyungha
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.15-24
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    • 2020
  • We present a reinforcement learning-based framework for generating 2D Lego puzzle from input pixel art images. We devise heuristics for a proper Lego puzzle as stability and efficiency. We also design a DQN structure and train it to maximize the heuristics of 2D Lego puzzle. In legorization stage, we complete the layout of Lego puzzle by adding a Lego brick to the input image using the trained DQN. During this process, we devise a region of interest to reduce the computational loads of the legorization. Using this approach, our framework can present a very high resolutional Lego puzzle.

Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.