• Title/Summary/Keyword: Mobile 3D engine

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Design of a Lighting Engine for Mobile 3D Graphics (모바일 3차원 그래픽을 위한 조명 연산 엔진 설계)

  • Kim, Dae-Kyung;Kim, Eun-Min;Lee, Chan-Ho
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.541-542
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    • 2008
  • We propose an architecture for a lighting engine for mobile 3D graphics. The proposed architecture has a variable pipeline depending on lighting effects and the number of lighting sources so that unnecessary operations and power consumption are minimized. We design a lighting engine basedon the proposed architecture using Verilog-HDL and synthesized it using a 0.25um CMOS standard cell library at 100MHz. The synthesis results show that it occupies 180,000 and 260,000 gates for 24bit and 32bit formats, respectively.

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An Adaptive Z-buffer Algorithm for PDA Platform (PDA 플랫폼을 위한 적응형 Z-버퍼 알고리즘)

  • Kim Dae-Young;Kim Hyo-Chul
    • Journal of Korea Multimedia Society
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    • v.9 no.1
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    • pp.41-50
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    • 2006
  • This paper aims to improve the efficiency of a 3D-graphic software engine in a PDA platform and the performance of a rasterizer. There are many problems in implementing a software engine in a mobile platform, due to its relatively weak processing power. Taking the advantages and complementing weaknesses of the depth-sort algorithm and the Z-buffer algorithm, we implemented an adaptive Z-buffer algorithm and proved its performance on several PDA platforms. Our algorithm was evaluated to have midway speed compared with two conventional algorithms. It also removed reversal errors in comparison with the depth-sort algorithm.

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Lip and Voice Synchronization with SMS Messages for Mobile 3D Avatar (SMS 메시지에 따른 모바일 3D 아바타의 입술 모양과 음성 동기화)

  • Youn, Jae-Hong;Song, Yong-Gyu;Kim, Eun-Seok;Hur, Gi-Taek
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.682-686
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    • 2006
  • There have been increasing interests in 3D mobile content service with emergence of a terminal equipping with a mobile 3D engine and growth of mobile content market. Mobile 3D Avatar is the most effective product displaying the character of a personalized mobile device user. However, previous studies on the method of expressing 3D Avatar have been mainly focused on natural and realistic expressions according to the change in facial expressions and lip shape of a character in PC based virtual environments. In this paper, we propose a method of synchronizing the lip shape with voice by applying a SMS message received in mobile environments to 3D mobile Avatar. The proposed method enables to realize a natural and effective SMS message reading service of mobile Avatar by disassembling a received message sentence into units of a syllable and then synchronizing the lip shape of 3D Avatar with the corresponding voice.

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Development of Mobile Social Network Game by using Web Service

  • An, Syoungog;Kang, ManJe;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.10
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    • pp.81-86
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    • 2018
  • In the field of mobile games, social network games are steadily increasing in market scale and public interest every year. This paper proposes a method to design a social network game, which is one of the most successful genres in mobile games. The method uses Unity3D, the most commonly used engine for mobile game development. NGUI, a versatile developmental tool of Unity3D, is used to create shops and battle UIs. This paper particularly focuses on how to use the web hosting service to search and operate the necessary data from the database in the server. In addition, the proposed social network game is easy to implement real-time battle using Animator and Raycast, and is characterized by efficient battle implementation through time delay using Coroutine function.

A design of low power structures of texture caches for mobile 3D graphics accelerator (모바일 3D 그래픽 가속기를 위한 저전력 텍스쳐 캐쉬 구조 설계)

  • Kim, Young-Sik;Lee, Jae-Young
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.63-70
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    • 2006
  • This paper studied various low power structures of texture caches for mobile 3D graphics accelerator to reduce the memory latency of texture data. Also the paper designed the texture cache with the variable threshold values of power mode transition according to the filtering algorithms. In the trace driven simulation, we compared the performance of those structures using Quake game engine as the benchmark. Also the algorithm was proposed and verified by the simulation, which has variable threshold values of power mode transitions according to the selected texture filtering method.

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Design of 2.5D Survival Game using Inventory

  • Kim, Soo Kyun;Kim, Hong-Rae;Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.8
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    • pp.31-36
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    • 2018
  • The survival game is characterized by the ability to survive until the item is collected and the game is completed at the specified time, and the inventory function to store the item is the core of the game. Typical survival games include 'Don't Starve', 'H1Z1', and 'Lust'. The purpose of this paper is to design a 2.5D survival game that can be enjoyed by the smart device using Unity 3D engine. Because it is designed as a mobile platform, designing light inventory function using two lists rather than existing inventory function makes it easier to design than existing inventory and light design suitable for mobile. In general, it is characterized by designing a mobile game so that it does not depend on the place of the survival game.

A Study on the Creation of Augmented Reality Map (증강현실 지도제작에 대한연구)

  • Kim, Tae-Eun
    • Journal of Convergence for Information Technology
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    • v.8 no.6
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    • pp.335-341
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    • 2018
  • This paper is a study on map contents to be embedded in a new type of mobile device that combines 2D information and 3D information by combining 2D information with augmented reality technology. We also describe the planning and production of a 3D map application called 'NSU AR Map' using Unity3D engine to help understand this paper. 'NSU AR Map' is a map application that enables accurate identification of user's location and real-world view through 360 View. Based on the experience gained during the process of 3D map application, this paper will present how 3D technologies and augmented reality technologies are applied to new map applications and how they can be developed in the future.

On-road Investigation of PM Emissions according to Vehicle Fuels (Diesel, DME, and Bio-diesel) (Diesel, DME, Bio-diesel 연료가 실제 도로 주행 조건에서 입자상물질 배출에 미치는 영향 파악)

  • Lee, Seok-Hwan;Kim, Hong-Seok;Park, Jun-Hyuk;Cho, Gyu-Baek
    • Transactions of the Korean Society of Automotive Engineers
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    • v.20 no.3
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    • pp.88-97
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    • 2012
  • To measure the traffic pollutants with high temporal and spatial resolution under real conditions, a mobile emission laboratory (MEL) was designed. The equipment of the mini-van provides gas phase measurements of CO, NOx, CO2 and THC (Total hydrocarbon), and number density & size distribution measurements of fine and ultra-fine particles by a fast mobility particle sizer (FMPS) and a condensation particle counter (CPC). The inlet sampling port above the bumper enables the chasing of different type of vehicles. This paper introduces the technical details of the MEL and presents data from the experiment in which a MEL chases a city bus fuelled by diesel, DME and Bio-diesel. The dilution ratio was calculated by the ratio of ambient NOx and tail-pipe NOx. Most particles from the bus fuelled by diesel were counted under 300 nm and the peak concentration of the particles was located between 30 and 60 nm. However, most particles in the exhaust of the bus fuelled by DME were nano-particles (diameter: less than 50 nm). The bus fuelled by Bio-diesel shows less particle emissions compare to diesel bus due to the presence of the oxygen in the fuel.

An Efficient Use Method for Unity 3D Engine (유니티 3D 엔진의 효율적인 이용 방법)

  • Kim, SooKyun;Song, Giseob;Lee, Hee-Bum;Kang, Gi-Hun;Im, KwangHyuk;Kim, SeokHun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.333-334
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    • 2013
  • 최근 게임 시장은 모바일 분야의 급격한 성장과 더불어 많은 지각 변화가 일어나고 있다. 특히 많은 게임 엔진 제작사에서는 멀티 플랫폼을 지원하는 것이 큰 이슈가 되고 있다. 또한 많은 메이저 게임 개발사들도 하나의 플랫폼을 지원하는 게임이 아니라, 다양한 플랫폼을 지원하는 게임을 제작하기에 이르렀다. 이런 멀티 플랫폼이 주목받기 시작하면서 유니티 엔진 또한 주목받게 되었다. 본 논문에서는 멀티 플랫폼을 지원하는 유니티 게임 엔진을 이용하여 게임을 개발할 때 필요한 객체지향 설계방향에 대해 설명한다.

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One-man Mobile Casual Game Production Using Unity 3D (Unity 3D를 활용한 1인 모바일 캐주얼 게임 제작)

  • Jung, Seo-Won;Kim, Jin-Mo
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.501-512
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    • 2014
  • Due to smart phones introduced since 2007, mobile contents production become activated and with this trend, attention among different age groups to production of mobile games has been growing. Whereas in the past, development of games was the domain of developers equipped with technical knowledge, provision of editor-type engines in recent times is lowering the high barrier of entry to game production. This paper proposes an event-based module design method from the perspective of general users, aimed at producing games by oneself with a Unity 3D, one of editor-type game engines. This is to plan behaviors and roles in the unit of modules in the whole process of a game to be in line with the perspective of game production by one person. Each module includes diverse events that express game characteristics. In addition, the script function provided by the Unity 3D is appropriate to embody the proposed module structure and utilizes the Unity 3D. Lastly, this study produce a simple 3D mobile casual game in order to verify whether effective game production from the planning to the development is possible through the proposed method.