유니티 게임 엔진에서의 구형 물체와 천 시뮬레이션간의 실시간 충돌 및 반응 처리 연구
DC Field | Value | Language |
---|---|---|
dc.contributor.author | 김민상 | - |
dc.contributor.author | 송욱 | - |
dc.contributor.author | 최유주 | - |
dc.contributor.author | 홍민 | - |
dc.date.accessioned | 2021-08-11T13:23:25Z | - |
dc.date.available | 2021-08-11T13:23:25Z | - |
dc.date.created | 2021-06-17 | - |
dc.date.issued | 2018 | - |
dc.identifier.issn | 1598-0170 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/sch/handle/2021.sw.sch/6436 | - |
dc.description.abstract | As the performance of computer hardware has been increased in recent years, more realistic computer generated objects can be created and presented in personal computers and portable digital devices as well. For this reason, digital contents, including computer graphics, require virtual objects that are more realistic and representable in real-time on various devices, thus it requires more computational costs. In order to support the production of contents including computer graphics, games, and animations on multi-platform, Unity or unreal engines are mainly used. To represent more realistic behavior of virtual objects in a simulation, a virtual object must collide with other virtual objects and present the plausible interaction, as in the real world. However, such dynamic simulation requires a large amount of computational cost, and most portable devices cannot provide these dynamic simulations in real-time. In this paper, we proposed a GPGPU computation based dynamic cloth simulation to represent collision and response with spherical object in real-time. We believe that the proposed method can be useful for readily producing realistic digital contents | - |
dc.language | 영어 | - |
dc.language.iso | en | - |
dc.publisher | 한국인터넷정보학회 | - |
dc.title | 유니티 게임 엔진에서의 구형 물체와 천 시뮬레이션간의 실시간 충돌 및 반응 처리 연구 | - |
dc.title.alternative | REAL-TIME COLLISION RESPONSE BETWEEN CLOTH AND SPHERE OBJECT IN UNITY | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | 홍민 | - |
dc.identifier.doi | 10.7472/jksii.2018.19.6.53 | - |
dc.identifier.bibliographicCitation | 인터넷정보학회논문지, v.19, no.6, pp.53 - 62 | - |
dc.relation.isPartOf | 인터넷정보학회논문지 | - |
dc.citation.title | 인터넷정보학회논문지 | - |
dc.citation.volume | 19 | - |
dc.citation.number | 6 | - |
dc.citation.startPage | 53 | - |
dc.citation.endPage | 62 | - |
dc.type.rims | ART | - |
dc.identifier.kciid | ART002425544 | - |
dc.description.journalClass | 2 | - |
dc.description.journalRegisteredClass | kci | - |
dc.subject.keywordAuthor | Cloth simulation | - |
dc.subject.keywordAuthor | GPGPU | - |
dc.subject.keywordAuthor | Unity | - |
dc.subject.keywordAuthor | Dynamic simulation | - |
dc.subject.keywordAuthor | Collision-response | - |
dc.subject.keywordAuthor | 천 시뮬레이션 | - |
dc.subject.keywordAuthor | GPGPU. 유니티 | - |
dc.subject.keywordAuthor | 다이나믹 시뮬레이션 | - |
dc.subject.keywordAuthor | 충돌 반응 | - |
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