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...

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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/
id UNIMILTAR2_afc546857724c8eafc7ce2fc49a096da
oai_identifier_str oai:repository.unimilitar.edu.co:10654/38530
network_acronym_str UNIMILTAR2
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repository_id_str
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
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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
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[20] K. Silverman. “Voxlap Engine”. Ken Silverman’s Voxlap Page, [online], 2000. Available: http://advsys.net/ken/voxlap.htm
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[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
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[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/
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[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
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[33] A. Interguglielmi, “Clayxels”. [online], 2020. Available: https://assetstore.unity.com/packages/tools/game-toolkits/clayxels-165312
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[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
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[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
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[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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spelling 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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Available: https://www.computerhope.com/jargon/i/inverse-kinematics.htmCalle 100LICENSElicense.txtlicense.txttext/plain; charset=utf-83420http://repository.unimilitar.edu.co/bitstream/10654/38530/2/license.txta609d7e369577f685ce98c66b903b91bMD52ORIGINALRomeroQuinteroJamesMiguel_SandovalSalinasDanielSantiago_2021.pdfRomeroQuinteroJamesMiguel_SandovalSalinasDanielSantiago_2021.pdfTrabajo de gradoapplication/pdf15721871http://repository.unimilitar.edu.co/bitstream/10654/38530/1/RomeroQuinteroJamesMiguel_SandovalSalinasDanielSantiago_2021.pdf6ec46dc69f633b9543cf399b98126b28MD51THUMBNAILRomeroQuinteroJamesMiguel_SandovalSalinasDanielSantiago_2021.pdf.jpgRomeroQuinteroJamesMiguel_SandovalSalinasDanielSantiago_2021.pdf.jpgIM Thumbnailimage/jpeg5697http://repository.unimilitar.edu.co/bitstream/10654/38530/3/RomeroQuinteroJamesMiguel_SandovalSalinasDanielSantiago_2021.pdf.jpg89d68290d38bc2de474f36b7515ea005MD5310654/38530oai:repository.unimilitar.edu.co:10654/385302021-08-29 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