- 영문명
- Generating Ocean System for the emotional online game
- 발행기관
- 한국컴퓨터게임학회
- 저자명
- 이승욱(Sung ug Lee)
- 간행물 정보
- 『한국컴퓨터게임학회논문지』제27권 3호, 27~34쪽, 전체 8쪽
- 주제분류
- 공학 > 컴퓨터학
- 파일형태
- 발행일자
- 2014.09.30

국문 초록
영문 초록
The purpose of this study was to make the sea with rending of ocean by using the proper algorithm for an emotional online game. We used statistical model to make the sea in this study. In measuring the wave height, we used Fast Fourier Transformation (FFT) to calculate the sum of amplitude and phrase quickly with random numbers of the time.
We eliminated the overlap functions of sine and cosines by using the repeatability of trigonometric function. We saved the values of trigonometric function in memory space. Therefore, we could deal with the repetitive calculations by memory access because the same values are repeated in the standard based on ?? within one cycle of 2?? in sine and cosine functions. By changing the sampling size of Windows function, we calculated the mobility on each local area and we applied this mobility to this study according to hierarchical structure. In addition, we used the reflectivity
differently by putting the value of ?? into the effect Fresnel reflection. The reason why we used this method
was to make the sea look more realistic. In the aspect of the intensity of light of the sea, we did not calculate it and we applied KD- Tree data structure on the density of the values occurred at the time of the sea was created. The advantage of this method was to reduce search time effectively. In this Tree structure, index time ?? ??log ?? , search time and ?? ?? ?? log ?? time are
spend, which is applied to the photon closed to ?? . In the case of KD-Tree, this is a very effective way in saving
and recovering. One weakness was that we had to limit the effect of indirect illumination to express a wide sea.
However, by using photon mapping, we solved this problem
목차
1. 서론
2. 관련 기술
3. 바다 생성을 위한 모델
4. 바다 생성 시스템 프로세스
5. 결 론
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