Interacción con personajes basados en Vóxeles
El uso de vóxeles en aplicaciones interactivas se aplica desde hace décadas, con múltiples maneras de implementación de acuerdo al hardware para el que se desarrollaba y los objetivos del desarrollador. En los videojuegos concretamente, las representaciones basadas en vóxeles generalmente están supe...
- Autores:
-
Romero Quintero, James Miguel
Sandoval Salinas, Daniel Santiago
- Tipo de recurso:
- Trabajo de grado de pregrado
- Fecha de publicación:
- 2021
- Institución:
- Universidad Militar Nueva Granada
- Repositorio:
- Repositorio UMNG
- Idioma:
- spa
- OAI Identifier:
- oai:repository.unimilitar.edu.co:10654/38530
- Acceso en línea:
- http://hdl.handle.net/10654/38530
- Palabra clave:
- VIDEOJUEGOS
INTERACCION HOMBRE COMPUTADOR
Voxel
Videogame
Real-time deformation
Interaction
Signed distance field
Vóxel
Videojuego
deformación en tiempo real
interacción
Función de distancia con signo
- Rights
- openAccess
- License
- http://creativecommons.org/licenses/by-nc-nd/4.0/
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|
dc.title.spa.fl_str_mv |
Interacción con personajes basados en Vóxeles |
dc.title.translated.spa.fl_str_mv |
Interaction with Voxel based characters |
title |
Interacción con personajes basados en Vóxeles |
spellingShingle |
Interacción con personajes basados en Vóxeles VIDEOJUEGOS INTERACCION HOMBRE COMPUTADOR Voxel Videogame Real-time deformation Interaction Signed distance field Vóxel Videojuego deformación en tiempo real interacción Función de distancia con signo |
title_short |
Interacción con personajes basados en Vóxeles |
title_full |
Interacción con personajes basados en Vóxeles |
title_fullStr |
Interacción con personajes basados en Vóxeles |
title_full_unstemmed |
Interacción con personajes basados en Vóxeles |
title_sort |
Interacción con personajes basados en Vóxeles |
dc.creator.fl_str_mv |
Romero Quintero, James Miguel Sandoval Salinas, Daniel Santiago |
dc.contributor.advisor.none.fl_str_mv |
Rocha Castaño, Carlos Alberto |
dc.contributor.author.none.fl_str_mv |
Romero Quintero, James Miguel Sandoval Salinas, Daniel Santiago |
dc.subject.lemb.spa.fl_str_mv |
VIDEOJUEGOS INTERACCION HOMBRE COMPUTADOR |
topic |
VIDEOJUEGOS INTERACCION HOMBRE COMPUTADOR Voxel Videogame Real-time deformation Interaction Signed distance field Vóxel Videojuego deformación en tiempo real interacción Función de distancia con signo |
dc.subject.keywords.spa.fl_str_mv |
Voxel Videogame Real-time deformation Interaction Signed distance field |
dc.subject.proposal.spa.fl_str_mv |
Vóxel Videojuego deformación en tiempo real interacción Función de distancia con signo |
description |
El uso de vóxeles en aplicaciones interactivas se aplica desde hace décadas, con múltiples maneras de implementación de acuerdo al hardware para el que se desarrollaba y los objetivos del desarrollador. En los videojuegos concretamente, las representaciones basadas en vóxeles generalmente están supeditadas a efectos de iluminación, postprocesado, simulaciones, estilo visual y generación y deformación de terreno procedural, siendo muy raro encontrar personajes completos construidos con vóxeles. En este trabajo, se explora una implementación de un personaje enemigo deformable basado en vóxeles desarrollado a partir del algoritmo de Marching Cubes y Signed Distance Fields. Con el fin de analizar las diferencias de rendimiento de máquina y de percepción de usuario, se elabora un prototipo de videojuego que incorpora al personaje enemigo en dos versiones: una que utiliza la implementación basada en vóxeles y otra un modelo en malla poligonal convencional. |
publishDate |
2021 |
dc.date.accessioned.none.fl_str_mv |
2021-08-27T19:49:13Z |
dc.date.available.none.fl_str_mv |
2021-08-27T19:49:13Z |
dc.date.issued.none.fl_str_mv |
2021-04-13 |
dc.type.local.spa.fl_str_mv |
Tesis/Trabajo de grado - Monografía - Pregrado |
dc.type.driver.spa.fl_str_mv |
info:eu-repo/semantics/bachelorThesis |
dc.type.coar.*.fl_str_mv |
http://purl.org/coar/resource_type/c_7a1f |
format |
http://purl.org/coar/resource_type/c_7a1f |
dc.identifier.uri.none.fl_str_mv |
http://hdl.handle.net/10654/38530 |
dc.identifier.instname.spa.fl_str_mv |
instname:Universidad Militar Nueva Granada |
dc.identifier.reponame.spa.fl_str_mv |
reponame:Repositorio Institucional Universidad Militar Nueva Granada |
dc.identifier.repourl.spa.fl_str_mv |
repourl:https://repository.unimilitar.edu.co |
url |
http://hdl.handle.net/10654/38530 |
identifier_str_mv |
instname:Universidad Militar Nueva Granada reponame:Repositorio Institucional Universidad Militar Nueva Granada repourl:https://repository.unimilitar.edu.co |
dc.language.iso.spa.fl_str_mv |
spa |
language |
spa |
dc.relation.references.spa.fl_str_mv |
[1] J. Cleary, G. Wyvill. “Analysis of an algorithm for fast ray tracing using uniform space subdivision”. The Visual Computer Journal, [online], 1988. Available: https://link.springer.com/article/10.1007/BF01905559. [2] D. Meagher. “Geometric modeling using octree encoding”. Rensselaer Polytechnic Institute, [online], 1982. Available: https://www.sciencedirect.com/science/article/abs/pii/0146664X82901046?via%3Dihub. [3] J. Mahovsky, B. Wyvill. “Fast Ray-Axis Aligned Bounding Box Overlap Tests with Plucker Coordinates”. University of Calgary, [online], 2004. Available: https://www.tandfonline.com/doi/abs/10.1080/10867651.2004.10487597. [4] M. Sramek, A. Kaufman. “Fast ray-tracing of rectilinear volume data using distance transforms”. IEEE Transactions on Visualization and Computer Graphics, [online], 2000. Available: https://ieeexplore.ieee.org/document/879785. [5] D. Cohen, Z. Sheffer. “Proximity clouds — an acceleration technique for 3D grid traversal”. The Visual Computer, [online], 1994. Available: https://link.springer.com/article/10.1007%2FBF01900697. [6] D. Cohen, A. Kauffman. “Fundamentals of Surface Voxelization”. State University of New York at Stony Brook, [online], 1995. Available: https://www.sciencedirect.com/science/article/abs/pii/S1077316985710398?via%3Dihub. [7] B. Reitinger, A. Bornik, R. Beichel. “Efficient volume measurement using voxelization”. the 19th Spring Conference on Computer Graphics, [online], 2003. Available: https://dl.acm.org/doi/abs/10.1145/984952.984962. [8] M. Nießner, C. Siegl, H. Schäfer, C. Loop. “Real-time Collision Detection for Dynamic Hardware Tessellated Objects”. Eurographics 2013, [online], 2013. Available: http://graphics.stanford.edu/~niessner/niessner2013collision.html. [9] V. Kämpe, E. Sintorn, E. Sintorn. “Fast, memory-efficient construction of voxelized shadows”. 19th Symposium on Interactive 3D Graphics and Games, [online], 2015. Available: https://dl.acm.org/doi/10.1145/2699276.2699284. [10] C. Crassin, F. Neyret, M. Sainz, S. Green, E. Eisemann. “Interactive Indirect Illumination Using Voxel Cone Tracing”. Computer Graphics Forum, [online], 2011. Available: https://onlinelibrary.wiley.com/doi/abs/10.1111/j.1467-8659.2011.02063.x. [11] K. Höhne, M. Bomans, A. Pommert, M. Riemer, C. Schiers, U. Tiede, G. Wiebecke. “Voxel-Based Visualization of Medical Images in Three Dimensions”. Medical Images: Formation, Handling and Evaluation, [online], 1992. Available: https://link.springer.com/chapter/10.1007/978-3-642-77888-9_6. [12] S. Ueng, L. Chen, S. Jen. “Voxel-based virtual manufacturing simulation for three-dimensional printing”. National Taiwan Ocean University, [online], 2018. Available: https://journals.sagepub.com/doi/full/10.1177/1687814018781632. [13] S. Ueng, L. Chen, S. Jen. “Phys-Sketch: Sketching 3D Dynamic Objects in Immersive Virtual Reality”. National Taiwan Ocean University, [online], 2018. Available:http://www.inf.ufrgs.br/cg/PAPERS/3dmanipulation/Ticona2019_Chapter_Phys-SketchSketching3DDynamicO.pdf [14] P. Schuytema. “Hex, Bugs & Rock ‘n Rol: The Wizard of Voxels”. Computer Gaming World, Issue 120, pp. 140-144, [online], 1994. Available: http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=120 [15] I. McKendrick, Hello Games. “Continuous World Generation in No Man's Sky”. Game Developers Conference, [online], 2017. Available: https://www.gdcvault.com/play/1024265/Continuous-World-Generation-in-No [16] B. Francis. “What Astroneer's devs learned while leaving Early Access”. Gamasutra, [online], 2019. Available: https://www.gamasutra.com/view/news/338417/What_Astroneers_devs_learned_while_leaving_Early_Access.php [17] J. Henry. “Creative Voxel Game Teardown Gets New Gameplay Video”. Gamerant, [online], 2020. Available: https://gamerant.com/teardown-gameplay-video/ [18] J. Yarwood. “How a new wave of developers are using voxels to create jaw-dropping worlds”. Gamasutra, [online], 2020. Available: https://www.gamasutra.com/view/news/357225/How_a_new_wave_of_developers_are_using_voxels_to_create_jawdropping_worlds.php [19] P. Schuytema. “Hex, Bugs & Rock ‘n Roll: The Wizard of Voxels”. Computer Gaming World Magazine, Issue 120, pp. 140-144. [online], 1994. Available: http://www.cgwmuseum.org/galleries/issues/cgw_120.pdf [20] K. Silverman. “Voxlap Engine”. Ken Silverman’s Voxlap Page, [online], 2000. Available: http://advsys.net/ken/voxlap.htm [21] A. Evans. “Learning from Failure: a Survey of Promising, Unconventional and Mostly Abandoned Renderers for ‘Dreams PS4’, a Geometrically Dense, Painterly UGC Game’”. Siggraph Advances in Real-Time Rendering in Games Course, [online], 2015. Available: http://advances.realtimerendering.com/s2015/index.html [22] D. Bautembach. “Animated Sparse Voxel Octrees”. University of Hamburg, [online], 2011. Available: https://bautembach.de/ [23] A. Espe, Ø. Gjermundnes, S. Hendseth. “Efficient Animation of Sparse Voxel Octrees for Real-Time Ray Tracing”. Norwegian University of Science and Technology, [online], 2019. Available: https://arxiv.org/pdf/1911.06001.pdf [24] R. Shrout. “John Carmack on Id Tech 6, Ray-Tracing, consoles, physics and more”. PCPerspective, [online], 2008. Available: https://pcper.com/2008/03/john-carmack-on-id-tech-6-ray-tracing-consoles-physics-and-more/ [25] C. Yerli. “The Future of Gaming Graphics”. Game Developers Conference Keynote, [online], 2008. Available: https://www.gdcvault.com/play/1012080/The-Future-of-Gaming [26] H. Dingman. “I wish the PC had game creation tools as intuitive as PlayStation 4's Dreams”. PCWorld, [online], 2020. Available: https://www.pcworld.com/article/3540409/i-wish-the-pc-had-game-creation-tools-as-intuitive-as-playstation-4s-dreams.html [27] D. Rossen. “Volumetric heat diffusion skinning”. Wolfire Blog, [online], 2009. Available: http://blog.wolfire.com/2009/11/volumetric-heat-diffusion-skinning/ [28] A. Rivers, D. James. FastLSM: Fast Lattice Shape Matching for Robust Real-Time Deformation”. ACM Transactions on Graphics, [online], 2007. Available: http://www.alecrivers.com/fastlsm/ [29] Cocos Engine. “Building Collision Detection Using Signed Distance Field”. Cocos Creator Engine: Blog, [online], 2020. Available: https://www.cocos.com/en/building-collision-detection-using-signed-distance-field [30] South East Games. “Paint the Town Red Dev Log 2 - Fun with Voxels and Dismemberment”. South East Games: Online Paint the Town Red Devlog, [online], 2015. Available: http://www.southeastgames.com/blog/2015/5/17/paint-the-town-red-devblog-2-fun-with-voxels-and-dismemberment [31] Lexaloffle Games. “Voxatron”. Lexaloffle Games: Voxatron Web Page, [online], 2013. Available: https://www.lexaloffle.com/voxatron.php [32] D. Systèmes, “The Main Benefits and Disadvantages of Voxel Modeling”. Spatial Corp, [online], 2020.Available: http://blog.spatial.com/the-main-benefits-and-disadvantages-of-voxel-modeling [33] A. Interguglielmi, “Clayxels”. [online], 2020. Available: https://assetstore.unity.com/packages/tools/game-toolkits/clayxels-165312 [34] M. Chou, “MudBun: Volumetric VFX Mesh Tool”. Long Bunny Labs, [online], 2020. Available: http://longbunnylabs.com/mudbun/ [35] J. Wahlberg, “Clayxels Shooter Test”. [Online], 2020. Available: https://www.youtube.com/watch?v=ZdV_5P6920Q [36] V. Careil, “Voxel Plugin”. [Online], 2020. Available: https://voxelplugin.com/ [37] M. Larrabee, “VoxelGore”. [Online], 2020. Available: https://www.youtube.com/watch?v=JYabr4uHUGI [38] A. Kaufman. “Introduction to Volume Graphics”. State University of New York at Stony Brook, [online], 2000. Available: https://www.semanticscholar.org/paper/Introduction-to-Volume-Graphics-Kaufman/a9f48466b9547c583feb454d4dc929518e55064d [39] A. Kaufman, D. Cohen, B. Gurion. “Volume Graphics”. IEEE Computer, Vol. 26, No. 7, pp. 51-64, [online], 1993. Available: https://www.cs.tau.ac.il/~dcor/articles/older/volume.pdf [40] M. Arvidsson. “Design and implementation of virtualized sparse voxel octree ray casting”. Lund University, pp. 21, 37. [online], 2010. Available: http://sam.cs.lth.se/ExjobGetFile?id=359 [41] W. Lorensen, H. Cline. “Marching cubes: A high resolution 3D surface construction algorithm”. SIGGRAPH: Proceedings of the 14th annual conference on Computer graphics and interactive techniques. pp. 163–169, [online], 1987. Available: https://dl.acm.org/doi/10.1145/37401.37422 [42] M. Botsch, S. Steinberg, S. Bischoff, L. Kobbelt. “OpenMesh – a generic and efficient polygon mesh data structure”. RWTH Aachen University. pp. 1, [Online], 2002. Available: https://www.graphics.rwth-aachen.de/media/papers/openmesh1.pdf [43] N. Esposito. “A Short and Simple Definition of What a Videogame Is”. University of Technology of Compiègne. pp. 2, [Online], 2005. Available: https://www.utc.fr/~nesposit/publications/esposito2005definition.pdf [44] Irgamers. “La importancia de un personaje en videojuegos”. Irgamers Web Page, [online], 2018. Available: https://irgamers.cl/index/la-importancia-un-personaje-en-videojuegos-dos-centavos-t1-%E2%80%A2-e5/ [45] L. Perry. “The single most useful advice I can give for making any game better.. feedback”. Gamasutra Web Page, [Online], 2013. Available: https://www.gamasutra.com/blogs/LeePerry/20130506/191739/The_single_most_useful_advice_I_can_give_for_making_any_game_better_feedback.php [46] N. Ruparelia. “Software development lifecycle models”. ACM SIGSOFT Software Engineering Notes, [Online], 2010. Available: https://www.researchgate.net/publication/220631422_Software_development_lifecycle_models [47] Autodesk. “Maya ver. 2021” [Online], 2021. Available: https://www.autodesk.com/ [48] Blender Foundation. “Blender 3D”. [Online], 2021. Available: https://www.blender.org/ [49] Unity Technologies.”Unity”. [Online], 2021. Available: https://unity.com/es [50] I. Quilez. “Distance Functions”. [Online], 2013. Available: https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm [51] P. Borke. “Polygonising a scalar field”. [Online], 1994. Available: http://paulbourke.net/geometry/polygonise/ [52] Olena. “GPU vs CPU Computing: What to choose?”. Medium, [Online], 2018. Available: https://medium.com/altumea/gpu-vs-cpu-computing-what-to-choose-a9788a2370c4 [53] J. Boni. “Gfx.WaitForPresent”. Unity Forum, [Online], 2013. Available: https://forum.unity.com/threads/gfx-waitforpresent.211166/ [54] Unity Technologies. “C# Job System”. [Online], 2018. Available: https://docs.unity3d.com/Manual/JobSystem.html [55] J. Scrawk. “Mesh Voxelization”. Github Repository, [Online], 2020. Available: https://github.com/Scrawk/Mesh-Voxelization [56] M. Pigram. “When would a mesh collider be better than primitive colliders”. GameDev StackExchange, [Online], 2015. Available: https://gamedev.stackexchange.com/questions/86579/when-would-a-mesh-collider-be-better-than-primitive-colliders [57] Unity Technologies. “Cinemachine: Powering cameras for films and games”. [Online], 2020. Available: https://unity.com/unity/features/editor/art-and-design/cinemachine [58] Unity Technologies. “Post-processing Stack”. [Online], 2020. Available: https://docs.unity3d.com/2018.3/Documentation/Manual/PostProcessing-Stack.html [59] D. Erdmann. “Fast IK”. [Online], 2019. Available: https://assetstore.unity.com/packages/tools/animation/fast-ik-139972 [60] A. Aristidou. “FABRIK: a fast, iterative solver for the inverse kinematics problem”. University of Cambridge [Online], 2011. Available: http://andreasaristidou.com/publications/papers/FABRIK.pdf [61] Computer Hope. “Inverse kinematics”. [Online], 2019. Available: https://www.computerhope.com/jargon/i/inverse-kinematics.htm |
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Rocha Castaño, Carlos AlbertoRomero Quintero, James MiguelSandoval Salinas, Daniel SantiagoIngeniero Multimedia2021-08-27T19:49:13Z2021-08-27T19:49:13Z2021-04-13http://hdl.handle.net/10654/38530instname:Universidad Militar Nueva Granadareponame:Repositorio Institucional Universidad Militar Nueva Granadarepourl:https://repository.unimilitar.edu.coEl uso de vóxeles en aplicaciones interactivas se aplica desde hace décadas, con múltiples maneras de implementación de acuerdo al hardware para el que se desarrollaba y los objetivos del desarrollador. En los videojuegos concretamente, las representaciones basadas en vóxeles generalmente están supeditadas a efectos de iluminación, postprocesado, simulaciones, estilo visual y generación y deformación de terreno procedural, siendo muy raro encontrar personajes completos construidos con vóxeles. En este trabajo, se explora una implementación de un personaje enemigo deformable basado en vóxeles desarrollado a partir del algoritmo de Marching Cubes y Signed Distance Fields. Con el fin de analizar las diferencias de rendimiento de máquina y de percepción de usuario, se elabora un prototipo de videojuego que incorpora al personaje enemigo en dos versiones: una que utiliza la implementación basada en vóxeles y otra un modelo en malla poligonal convencional.The use of voxels in interactive applications has been applied for decades, with multiple ways of implementation according to the hardware for which it was developed and the objectives of the developer. In video games specifically, voxel-based renderings are generally subject to lighting effects, post-processing, simulations, visual style, and procedural terrain generation and deformation, with complete voxel-built characters being very rare. In this work, an implementation of a voxel-based deformable enemy character developed from the algorithm of Marching Cubes and Signed Distance Fields is explored. In order to analyze the differences in machine performance and user perception, a video game prototype is developed that incorporates the enemy character in two versions: one that uses the voxel-based implementation and the other a conventional polygonal mesh model.Pregradoapplicaction/pdfspahttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccesshttp://purl.org/coar/access_right/c_abf2Attribution-NonCommercial-NoDerivatives 4.0 InternationalAcceso abiertoInteracción con personajes basados en VóxelesInteraction with Voxel based charactersVIDEOJUEGOSINTERACCION HOMBRE COMPUTADORVoxelVideogameReal-time deformationInteractionSigned distance fieldVóxelVideojuegodeformación en tiempo realinteracciónFunción de distancia con signoTesis/Trabajo de grado - Monografía - Pregradoinfo:eu-repo/semantics/bachelorThesishttp://purl.org/coar/resource_type/c_7a1fIngeniería MultimediaFacultad de IngenieríaUniversidad Militar Nueva Granada[1] J. Cleary, G. Wyvill. “Analysis of an algorithm for fast ray tracing using uniform space subdivision”. The Visual Computer Journal, [online], 1988. Available: https://link.springer.com/article/10.1007/BF01905559.[2] D. Meagher. “Geometric modeling using octree encoding”. Rensselaer Polytechnic Institute, [online], 1982. Available: https://www.sciencedirect.com/science/article/abs/pii/0146664X82901046?via%3Dihub.[3] J. Mahovsky, B. Wyvill. “Fast Ray-Axis Aligned Bounding Box Overlap Tests with Plucker Coordinates”. University of Calgary, [online], 2004. Available: https://www.tandfonline.com/doi/abs/10.1080/10867651.2004.10487597.[4] M. Sramek, A. Kaufman. “Fast ray-tracing of rectilinear volume data using distance transforms”. IEEE Transactions on Visualization and Computer Graphics, [online], 2000. Available: https://ieeexplore.ieee.org/document/879785.[5] D. Cohen, Z. Sheffer. “Proximity clouds — an acceleration technique for 3D grid traversal”. The Visual Computer, [online], 1994. Available: https://link.springer.com/article/10.1007%2FBF01900697.[6] D. Cohen, A. Kauffman. “Fundamentals of Surface Voxelization”. State University of New York at Stony Brook, [online], 1995. Available: https://www.sciencedirect.com/science/article/abs/pii/S1077316985710398?via%3Dihub.[7] B. Reitinger, A. Bornik, R. Beichel. “Efficient volume measurement using voxelization”. the 19th Spring Conference on Computer Graphics, [online], 2003. Available: https://dl.acm.org/doi/abs/10.1145/984952.984962.[8] M. Nießner, C. Siegl, H. Schäfer, C. Loop. “Real-time Collision Detection for Dynamic Hardware Tessellated Objects”. Eurographics 2013, [online], 2013. Available: http://graphics.stanford.edu/~niessner/niessner2013collision.html.[9] V. Kämpe, E. Sintorn, E. Sintorn. “Fast, memory-efficient construction of voxelized shadows”. 19th Symposium on Interactive 3D Graphics and Games, [online], 2015. Available: https://dl.acm.org/doi/10.1145/2699276.2699284.[10] C. Crassin, F. Neyret, M. Sainz, S. Green, E. Eisemann. “Interactive Indirect Illumination Using Voxel Cone Tracing”. Computer Graphics Forum, [online], 2011. Available: https://onlinelibrary.wiley.com/doi/abs/10.1111/j.1467-8659.2011.02063.x.[11] K. Höhne, M. Bomans, A. Pommert, M. Riemer, C. Schiers, U. Tiede, G. Wiebecke. “Voxel-Based Visualization of Medical Images in Three Dimensions”. Medical Images: Formation, Handling and Evaluation, [online], 1992. Available: https://link.springer.com/chapter/10.1007/978-3-642-77888-9_6.[12] S. Ueng, L. Chen, S. Jen. “Voxel-based virtual manufacturing simulation for three-dimensional printing”. National Taiwan Ocean University, [online], 2018. Available: https://journals.sagepub.com/doi/full/10.1177/1687814018781632.[13] S. Ueng, L. Chen, S. Jen. “Phys-Sketch: Sketching 3D Dynamic Objects in Immersive Virtual Reality”. National Taiwan Ocean University, [online], 2018. 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