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        검색결과 2

        1.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this paper was to apply and express to a particle production system based on mathematical models to raise a cloud of spray. It was used that a crash was used to conflict expanding wave generation model and applying the block cover. Also, we applied to the KD-tree in order to reduce trial search. The block cover was created with the creation on the phase of height values. The waves and wind made by character's emotions, which input use as the value. Reached a certain level in both cases, waves and waves are generated a cloud of spray by the collision. The repetition of generated waver was applied with the Windows function. Handling conflict is affected in a cloud of spray. Generated KD-Tree renewal grid is beyond the range in block cover and is not a uniform height. It is built that the processing of collision is not performed by the level on height of a wave. This process was designed by the best statistical analysis after reviewing sufficient factual nature. This paper is applied with a cloud of splay for emotional online games like game that tried to apply the spray can apply for the environment. If you use a physically-based model requires a lot of calculation time, the physically-based models ask a lot of complicated calculation time for solver this program and high-performance systems. However, a block-cover can be role of a very effective way for enough performance. Through the analysis result can be obtained a sufficient result in easy implementation of the cloud of spray
        4,000원
        2.
        2016.02 KCI 등재 서비스 종료(열람 제한)
        본 논문은 빛의 조명으로 defense 게임 플레이에 대한 캐릭터 표면모델을 시뮬레이션하는 데 프레넬의 수학적 모델을 제안한다. 여기서 illumination은 게임에서 사용되는 캐릭터표면 모델에 도달하는 빛의 양을 결정하는 프로세스를 나타낸다. 캐릭터 표면의 shader는 일반적으로 빛이 triangle에 반영하는 방법 즉 예측하는 수학적 모델을 사용한다. shading은 일반적으로 색상과 빛의 강도를 결정하기 위해 사용되는 방법인데, viewer에서 본다면 게임 캐릭터의 표면 위에 각 픽셀에 대한 반사결과를 나타낸다. 여기서 제안 모델은 반사와 투과 계수를 계산하여 실제 게임 플레이를 하면서 프레넬 방정식으로 시뮬레이션 결과를 비교하였다.