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      언리얼엔진에서의 가상세계 창작을 위한 효율적 모듈화 연구 = A Study on the Efficient Modularization of Virtual World Creation in Unreal Engine

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      https://www.riss.kr/link?id=A108360158

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      In the development of existing games, it is judged that virtual world production was done by arranging game elements one by one. What is noteworthy here is the question of whether quality virtual worlds were efficiently produced in preparation for investment. In this study, we propose a methodology that can build an efficient virtual world based on the concept of modularization in an unreal engine. First, precedents were analyzed and five reference elements for modularization were extracted. In addition, the concept of an instance production pipeline was proposed by dividing it into four stages, and the minimum-unit instance modules for urban virtual world production were compressed into four. Finally, an urban virtual world constructed based on the minimum unit module and reference elements was implemented and presented. In conclusion, research on the production method centered on this efficiency is thought to be able to focus the time that designers or artists had to spend on production only on ideas and creativity. The limitations of the research are that the basic minimum module is limited to the city, and the derived reference elements and production pipelines have not been verified when implementing them with an unreal engine. Therefore, it is expected that various virtual world creation plans will be derived through more advanced modular research.
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      In the development of existing games, it is judged that virtual world production was done by arranging game elements one by one. What is noteworthy here is the question of whether quality virtual worlds were efficiently produced in preparation for inv...

      In the development of existing games, it is judged that virtual world production was done by arranging game elements one by one. What is noteworthy here is the question of whether quality virtual worlds were efficiently produced in preparation for investment. In this study, we propose a methodology that can build an efficient virtual world based on the concept of modularization in an unreal engine. First, precedents were analyzed and five reference elements for modularization were extracted. In addition, the concept of an instance production pipeline was proposed by dividing it into four stages, and the minimum-unit instance modules for urban virtual world production were compressed into four. Finally, an urban virtual world constructed based on the minimum unit module and reference elements was implemented and presented. In conclusion, research on the production method centered on this efficiency is thought to be able to focus the time that designers or artists had to spend on production only on ideas and creativity. The limitations of the research are that the basic minimum module is limited to the city, and the derived reference elements and production pipelines have not been verified when implementing them with an unreal engine. Therefore, it is expected that various virtual world creation plans will be derived through more advanced modular research.

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      참고문헌 (Reference) 논문관계도

      1 Y. Zhong, "The work-flow of making realistic 3D model by combining photogrammetry and Nanite" 241-242, 2021

      2 Bleszinski, C., "The art and science of level design" 4 (4): 1-12, 2000

      3 M. H. Kim, "Real-time Digital Human Era(Avatar)Industry Trends and Technology Utilization" 39 (39): 74-80, 2022

      4 Epic Games, "Randomly Generated Foliage. Unreal Engine 4.26 Documentation"

      5 H. Rattey, "Game design and procedural asset creation in unreal and houdini" Indraprastha Institute of Information Technology 2019

      6 J. H. Yoon, "Evolution prospects and innovation strategies of metaverse virtual world ecosystem" Science & Technology Policy Institute 2021

      7 Y. Y. Kim, "Digital Twin Concepts and Use Cases by Technology and Industry" 1 (1): 31-47, 2021

      8 Noclip – Video Game Documentaries, "Designing The World of The Witcher 3"

      9 J. W. Ko, "Create 3-Dimension Game World used Procedural Generation Algorithm" 16 (16): 35-40, 2018

      10 S. G. Lee, "Changes in Content Industry Production and Distribution Structure and Challenges : Focus on gaming and new media content" Korea Culture & Tourism Institiute 2019

      1 Y. Zhong, "The work-flow of making realistic 3D model by combining photogrammetry and Nanite" 241-242, 2021

      2 Bleszinski, C., "The art and science of level design" 4 (4): 1-12, 2000

      3 M. H. Kim, "Real-time Digital Human Era(Avatar)Industry Trends and Technology Utilization" 39 (39): 74-80, 2022

      4 Epic Games, "Randomly Generated Foliage. Unreal Engine 4.26 Documentation"

      5 H. Rattey, "Game design and procedural asset creation in unreal and houdini" Indraprastha Institute of Information Technology 2019

      6 J. H. Yoon, "Evolution prospects and innovation strategies of metaverse virtual world ecosystem" Science & Technology Policy Institute 2021

      7 Y. Y. Kim, "Digital Twin Concepts and Use Cases by Technology and Industry" 1 (1): 31-47, 2021

      8 Noclip – Video Game Documentaries, "Designing The World of The Witcher 3"

      9 J. W. Ko, "Create 3-Dimension Game World used Procedural Generation Algorithm" 16 (16): 35-40, 2018

      10 S. G. Lee, "Changes in Content Industry Production and Distribution Structure and Challenges : Focus on gaming and new media content" Korea Culture & Tourism Institiute 2019

      11 A. Webster, "Building a better Paris in Assassin’s Creed Unity"

      12 Epic Games, "Blueprint class. Unreal Engine 4.27 Documentation"

      13 K. Huang, "A Fast and Accurate Spatial Target Snapping Method for 3D Scene Modeling and Mapping in Mobile Augmented Reality" 11 (11): 69-, 2022

      14 이면재, "3D 게임 엔진의 최신 동향 분석을 통한 게임 제작 교육에 관한 연구" 한국융합학회 4 (4): 15-20, 2013

      15 H. J. Lee, "(A) study on the history of the game" Kookmin University 2003

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