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    A study on correcting visual changes of models that occur in the process of designing backgrounds of FPS games

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    https://www.riss.kr/link?id=G3806232

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    The game market is growing rapidly with the increase in the number of people who enjoy computer games throughout the world. Diverse elements including graphics, sounds, environmental design, architecture, characters, and object design are incorporated in games. Especially, since 3-D games started to become popular, the virtual spatial reality, which is the background of a game, has become one of the most important elements in a game.
    Now, the virtual space experienced by game users has become more than a means of overcoming the spatial limitations of the real world, playing an important role in the fields of architectural design and environmental design. However, due to the fact that there is no integrated tool for designing backgrounds to games, multiple steps of data transformation are required. Thus, visual errors in models that were designed under the environment in which modelers and renderers worked separately are numerous. As a result, it has become more difficult to produce the world conceived by the game designer in such an environment. This study proposes an effective alternative way to measure and correct errors in the process of transforming models to run the Gradient Map in Unreal Engine, a leading game level editor.
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    The game market is growing rapidly with the increase in the number of people who enjoy computer games throughout the world. Diverse elements including graphics, sounds, environmental design, architecture, characters, and object design are incorporated...

    The game market is growing rapidly with the increase in the number of people who enjoy computer games throughout the world. Diverse elements including graphics, sounds, environmental design, architecture, characters, and object design are incorporated in games. Especially, since 3-D games started to become popular, the virtual spatial reality, which is the background of a game, has become one of the most important elements in a game.
    Now, the virtual space experienced by game users has become more than a means of overcoming the spatial limitations of the real world, playing an important role in the fields of architectural design and environmental design. However, due to the fact that there is no integrated tool for designing backgrounds to games, multiple steps of data transformation are required. Thus, visual errors in models that were designed under the environment in which modelers and renderers worked separately are numerous. As a result, it has become more difficult to produce the world conceived by the game designer in such an environment. This study proposes an effective alternative way to measure and correct errors in the process of transforming models to run the Gradient Map in Unreal Engine, a leading game level editor.

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    국문 초록 (Abstract) kakao i 다국어 번역

    이 자료는 과제형 제목과 다소 차이가 나지만, GI 솔루션 데이터의 가상현실 모델 변환과정에서 나타나는 시인지적 오차 측정과 저감방안에 관한 연구 과제의 결과물이다.

    이 자료는 과제형 제목과 다소 차이가 나지만, GI 솔루션 데이터의 가상현실 모델 변환과정에서 나타나는 시인지적 오차 측정과 저감방안에 관한 연구 과제의 결과물이다.

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    Abstract

    1. Prologue
    1.1. Background of the study
    1.2. Problems with designing spatial virtual reality and purpose of the study
    1.3. Methods and scope of experiment

    2. Measuring mapping errors that occur in the process of data transformation
    2.1. Producing spatial VR using the GI solution
    2.2 Error measurements using the unreal engine

    3. Conclusion

    Reference
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    Abstract 1. Prologue 1.1. Background of the study 1.2. Problems with designing spatial virtual reality and purpose of the study 1.3. Methods and scope of experiment 2. Measuring mapping errors that occur in the pr...

    Abstract

    1. Prologue
    1.1. Background of the study
    1.2. Problems with designing spatial virtual reality and purpose of the study
    1.3. Methods and scope of experiment

    2. Measuring mapping errors that occur in the process of data transformation
    2.1. Producing spatial VR using the GI solution
    2.2 Error measurements using the unreal engine

    3. Conclusion

    Reference

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