Research on Improving Methods for Visualizing Common Elements in Video Game Applications ビデオゲームアプリケーショ

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Research on Improving Methods for Visualizing Common Elements in Video Game Applications ビデオゲームアプリケーショ Research on Improving Methods for Visualizing Common Elements in Video Game Applications ビデオゲームアプリケーションにおける共通的 なな要素要素のの視覚化手法視覚化手法のの改良改良にに関関関するする研究 June 2013 Graduate School of Global Information and Telecommunication Studies Waseda University Title of the project Research on Image Processing II Candidate ’’’s name Sven Dierk Michael Forstmann 2 Index Index 3 Acknowledgements Foremost, I would like to express my sincere thanks to my advisor Prof. Jun Ohya for his continuous support of my Ph.D study and research. His guidance helped me in all the time of my research and with writing of this thesis. I would further like to thank the members of my PhD committee, Prof. Shigekazu Sakai, Prof. Takashi Kawai, and Prof. Shigeo Morishima for their valuable comments and suggestions. For handling the formalities and always being helpful when I had questions, I would like to thank the staff of the Waseda GITS Office, especially Yumiko Kishimoto san. For their financial support, I would like to thank the DAAD (Deutscher Akademischer Austauschdienst), the Japanese Government for supporting me with the Monbukagakusho Scholarship and ITO EN Ltd, for supporting me with the Honjo International Scholarship. For their courtesy of allowing me the use of some of their screenshots, I would like to thank John Olick, Bernd Beyreuther, Prof. Ladislav Kavan and Dr. Cyril Crassin. Special thanks are given to my friends Dr. Gleb Novichkov, Prof. Artus Krohn-Grimberghe, Yutaka Kanou, and Dr. Gernot Grund for their encouragement and insightful comments. Last, I would like to thank my family: my parents Dierk and Friederike Forstmann, and my brother Hanjo Forstmann for their support and encouragement throughout the thesis. 4 Index Index 5 Index Index 5 Figure Index ................................................................................................................................. 9 Table Index ................................................................................................................................ 14 Chapter 1. Introduction ......................................................................................................... 16 1.1 Background ..................................................................................................................... 16 1.2 Related Work .................................................................................................................. 20 1.2.1 Overview ......................................................................................................................... 20 1.2.2 Terrain ............................................................................................................................. 20 1.2.3 Static Objects .................................................................................................................. 22 1.2.4 Skeletal Animation .......................................................................................................... 24 1.3 Purpose ............................................................................................................................ 26 1.3.1 Terrain ............................................................................................................................. 26 1.3.2 Static Objects .................................................................................................................. 27 1.3.3 Skeletal Animated Objects .............................................................................................. 27 1.4 Approach ......................................................................................................................... 27 1.4.1 Terrain ............................................................................................................................. 27 1.4.2 Static Objects .................................................................................................................. 28 1.4.3 Skeletal Animation .......................................................................................................... 29 1.5 Organization .................................................................................................................... 29 Chapter 2. 3D Engine ............................................................................................................. 32 2.1 History ............................................................................................................................. 32 2.2 3D engine in Game Engine ............................................................................................. 33 2.2.1 Game Engine ................................................................................................................... 33 2.3 3D Engine Structure and Functions ................................................................................ 35 2.3.1 Background Pass ............................................................................................................. 37 2.3.2 Main Pass ........................................................................................................................ 37 2.3.3 Post-Processing Pass ....................................................................................................... 37 2.4 Visualization by 3D Engine ............................................................................................ 38 2.4.1 Items to be visualized ...................................................................................................... 38 2.4.2 Combining multiple modules .......................................................................................... 39 2.5 Module Comparison ........................................................................................................ 41 2.5.1 General Comparison........................................................................................................ 41 6 Index 2.5.2 Terrain Comparison ......................................................................................................... 42 2.5.3 Static Objects Comparison .............................................................................................. 43 2.5.4 Skeletal Animation Comparison ...................................................................................... 43 2.6 Conclusion ....................................................................................................................... 44 Chapter 3. Terrain .................................................................................................................. 45 3.1 Goals ................................................................................................................................ 45 3.2 Related Work ................................................................................................................... 45 3.2.1 Procedural Terrain Generation ........................................................................................ 45 3.2.2 Polygonal Visualization of Volumetric Terrains ............................................................. 46 3.3 Proposed Method ............................................................................................................. 47 3.3.1 Overview ......................................................................................................................... 48 3.3.2 Differences between the proposed method and Previous Work ...................................... 51 3.4 Clip-Box Algorithm ......................................................................................................... 52 3.4.1 Clip-Box .......................................................................................................................... 53 3.4.2 Data Structure .................................................................................................................. 53 3.4.3 Procedural Volume-Data Creation .................................................................................. 54 3.4.4 Volume-Data to Polygon Conversion .............................................................................. 55 3.4.5 Nesting ............................................................................................................................. 58 3.4.6 Moving the View-Point ................................................................................................... 59 3.4.7 Geometry Post-Processing ............................................................................................... 60 3.5 Experimental Results and Discussion .............................................................................. 62 3.5.1 Implementation ................................................................................................................ 62 3.5.2 Immediate Visualization .................................................................................................. 63 3.5.3 Unlimited Terrain Size .................................................................................................... 64 3.5.4 Concurrent execution of generation and visualization .................................................... 66 3.5.5 Demonstration ................................................................................................................. 70 3.5.6 Limitations ....................................................................................................................... 71 3.6 Conclusion ......................................................................................................................
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