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2009 VIII Brazilian Symposium on Games and Digital Entertainment最新文献

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Development of Games for SET-TOP-BOXES with Brazilian's Middleware GINGA-NCL 基于巴西中间件GINGA-NCL的机顶盒游戏开发
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.33
Aderbal Nunes da Silva Junior, Antonio Carlos Silva Souza, Luiz Cláudio Machado dos Santos
This paper aims to present the process of creating games for set-top-boxes with Brazilian’s middleware GINGA embedded on it, focusing on GINGA-NCL, since game’s pre-production until the end of the demonstrration (DEMO) version developed by the Research Group of Information’s Technology on Digital TV of the Instituto Federal de Educação, Ciência e Tecnologia da bahia in conjunction with the Core of Computational Modeling of SENAI / CIMATEC. All games in this text have been programmed in the language Lua coupled to NCL and the tests to evaluate the game play were performed using the emulator Ginga-NCL Player and the Virtual Set-Top-Box (STB) Ginga-NCL. Both softwares simulate the needed equipment for televisions that do not have specific tuner for receiving digital signal.
本文旨在介绍为机顶盒创建嵌入巴西中间件GINGA的游戏的过程,重点是GINGA- ncl,从游戏的预制作到演示(DEMO)版本结束,演示版本由联邦教育 研究所(Ciência e Tecnologia da bahia)与SENAI / CIMATEC的计算建模核心共同开发。本文中的所有游戏都是用Lua语言与NCL结合编写的,并使用仿真器Ginga-NCL Player和虚拟机顶盒(STB) Ginga-NCL进行了游戏可玩性的测试。这两种软件都模拟了没有特定调谐器接收数字信号的电视机所需的设备。
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引用次数: 2
Automatic Sprite Shading 自动精灵着色
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.12
Djalma Bandeira, M. Walter
Sprites have been present since the first arcade games and console generations. Despite the advances in computer graphics and the whole representation of virtual worlds on 3D environments, 2D-based games still have their space, specially on portable consoles and mobile devices. The visual quality of sprites have increased as a result of hardware improvements in processing power, memory, and a richer color gamut. However, most of the sprite editing task is still manual, using graphics editing tools. We present a method to automatically generate shading distribution on sprites, one important step during the editing process that is time demanding for most manual works on art design today. Our method allows to control the position of a local light source and to generate an approximation of shading distribution effect on sprites. Although our solution is not physically accurate according to the shape of the represented object, it can produce convincing and well usable results for 2D game systems in many practical cases. We compare our fully automatic results with handmade sprite shading, with very convincing results.
自第一代街机游戏和主机游戏出现以来,精灵就一直存在。尽管计算机图形学和3D环境下虚拟世界的整体表现有所进步,但基于2d的游戏仍然有自己的空间,特别是在便携式主机和移动设备上。由于硬件在处理能力、内存和更丰富的色域方面的改进,精灵的视觉质量有所提高。然而,大多数精灵编辑任务仍然是手动的,使用图形编辑工具。我们提出了一种在精灵上自动生成阴影分布的方法,这是编辑过程中的一个重要步骤,对于今天大多数艺术设计上的手工作品来说,这是时间要求很高的。我们的方法允许控制局部光源的位置,并在精灵上产生近似的阴影分布效果。尽管我们的解决方案在物理上并不准确,但在许多实际情况下,它可以为2D游戏系统产生令人信服和良好可用的结果。我们将全自动结果与手工精灵着色进行比较,结果非常令人信服。
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引用次数: 3
Procedural Hair Generation 程序性毛发生成
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.29
V. Cassol, Fernando P. Marson, S. Musse
This paper presents a hair generation technique for cartoon and Anime characters. The main goal of this work is to provide a procedural generation technique, robust enough in order to create different types of hairs. We propose a parametric model that can produce diversity of obtained results through parameters variation. The model is organized in three steps: firstly, the strands generation, followed by positioning them in the head of the characters. Finally, the third step is responsible for providing cartoon rendering, including common characteristics in cartoon shading, as the black edges and solid colors. Visual inspection of obtained results indicate that generated hairs are coherent with expected in terms of visual aspects.
本文介绍了一种卡通动画人物毛发生成技术。这项工作的主要目标是提供一种程序生成技术,足够强大,以创建不同类型的头发。我们提出了一个参数模型,可以通过参数变化产生多样性的结果。该模型分为三个步骤:首先,生成链,然后将它们定位在字符的头部。最后,第三步负责提供卡通渲染,包括卡通阴影中的常见特征,如黑色边缘和纯色。对所得结果的目视检查表明,生成的毛发在视觉方面与预期一致。
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引用次数: 5
An Integrated Development Model for Character-Based Games 基于角色的游戏集成开发模型
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.30
Marconi Madruga Filho, Allan J. S. Souza, Patrícia C. A. R. Tedesco, Danielle Silva, Geber Ramalho
Character-based games are strongly dependent on the quality of their Non Player Characters’ behavior. Developing games of this nature usually requires a high investment of time and money on Artificial Intelligence techniques, in order to provide better credibility to the characters. For the independent game developers’ community, affording this kind of extra complexity may be highly expensive. Therefore, this article proposes a way of developing character-based games while maintaining high quality and low-cost. This is done by using a modular Artificial Intelligence technique called Rule-Based Systems, integrated with a game development support tool, XNA. Since Java is better provided with Rule-based System tools, the IKVM application is used to allow this integration. All mechanisms and tools used are free. A comparison of free Rule-based Systems is presented, as well as an application of the proposed model on a real game project.
基于角色的游戏很大程度上依赖于非玩家角色的行为质量。开发这种性质的游戏通常需要在人工智能技术上投入大量时间和金钱,以便为角色提供更好的可信度。对于独立游戏开发者社区来说,提供这种额外的复杂性可能是非常昂贵的。因此,本文提出了一种在保持高质量和低成本的前提下开发基于角色的游戏的方法。这是通过使用一种名为基于规则的系统的模块化人工智能技术,结合游戏开发支持工具XNA来实现的。由于Java更好地提供了基于规则的系统工具,因此使用IKVM应用程序来实现这种集成。使用的所有机制和工具都是免费的。本文给出了自由的基于规则的系统的比较,并将所提出的模型应用于一个真实的游戏项目。
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引用次数: 3
Support Vector Machines for Cinematography Real-Time Camera Control in Storytelling Environments 支持向量机的电影摄影实时摄像机控制在讲故事的环境
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.14
E. S. D. Lima, C. Pozzer, M. C. d'Ornellas, A. Ciarlini, B. Feijó, A. Furtado
This paper proposes an intelligent cinematography director for camera control in plot-based storytelling systems. The role of the director is to select in real-time the camera shots that best fit for the scenes and present the content in an interesting and coherent manner. Director's knowledge is represented with a collection of support vector machines (SVM) trained to solve cinematography problems of shot selection. With this work we introduce the use of support vector machines, applied as an artificial intelligence method, in a storytelling director. This approach also can be extended and applied in games and other digital entertainment applications.
本文提出了一种用于基于情节的叙事系统中摄像机控制的智能电影导演。导演的作用是实时选择最适合场景的镜头,并以有趣和连贯的方式呈现内容。导演的知识用一组经过训练的支持向量机(SVM)来表示,以解决镜头选择的电影问题。通过这项工作,我们介绍了支持向量机的使用,作为一种人工智能方法,应用于讲故事的导演。这种方法也可以扩展并应用于游戏和其他数字娱乐应用程序中。
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引用次数: 7
Design and Implementation of a Flexible Hand Gesture Command Interface for Games Based on Computer Vision 基于计算机视觉的游戏灵活手势命令界面设计与实现
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.16
J. Bernardes, L. R. Nakamura, R. Tori
This paper describes a command interface for games based on hand gestures defined by postures, movement and location. The large variety of gestures thus possible increases usability by allowing a better match between gesture and action. The system uses computer vision requiring no sensors or markers on the user or background. The analysis of requirements for games, the architecture and implementation are discussed, as well as the results of several tests to evaluate how well each requirement is met.
本文描述了一种基于手势的游戏命令界面,手势由姿势、移动和位置定义。多种多样的手势可以更好地匹配手势和动作,从而提高可用性。该系统使用计算机视觉,不需要在用户或背景上安装传感器或标记。讨论了游戏的需求分析,架构和实现,以及几个测试的结果,以评估每个需求的满足程度。
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引用次数: 15
GPU Based Fluid Animation over Elastic Surface Models 基于GPU的弹性表面模型流体动画
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.13
Bruno Barcellos S. Coutinho, G. Giraldi, A. Apolinario
In this work, we focus on flow animation in elastic surfaces described by mass-spring models for computer game applications. We propose the combination of an efficient fluid model, that does not require solution of complicated equations, with a mass-spring approach to simulate the deformable surface. Firstly, we describe the fluid model for simulating the flow and its GPU implementation. The simulation method is based on a particle system, that evolves over a lattice. This lattice is defined over the surface domain. A set of local rules determine the interaction between particles. The elastic surface is simulated by a GPU based mass-spring system, geometrically represented by a regular mesh. The fluid particles are guided by the surface topography interacting with the elastic mesh due to external, elastic and damping forces. In the experimental results we emphasize the fact that physically plausible flow/deformation phenomena can be efficiently reproduced and animated in real time by the combined technique.
在这项工作中,我们专注于用计算机游戏应用的质量-弹簧模型描述弹性表面中的流动动画。我们提出了不需要求解复杂方程的有效流体模型与质量弹簧方法相结合来模拟可变形表面。首先,我们描述了用于模拟流动的流体模型及其GPU实现。模拟方法是基于粒子系统,它在晶格上演化。这个点阵是在曲面域中定义的。一组局部规则决定了粒子之间的相互作用。采用基于GPU的质量-弹簧系统对弹性表面进行仿真,并用规则网格进行几何表示。由于外力、弹性和阻尼力的作用,流体颗粒受表面形貌的引导而与弹性网格相互作用。在实验结果中,我们强调了这样一个事实,即物理上合理的流动/变形现象可以通过组合技术有效地再现和实时动画。
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引用次数: 0
OpenMoCap: An Open Source Software for Optical Motion Capture OpenMoCap:一个用于光学运动捕捉的开源软件
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.25
David Lunardi Flam, Daniel Pacheco de Queiroz, Thatyene Louise Alves de Souza Ramos, A. Araújo, J. Gomide
Nowadays motion capture is a valuable technique for virtual character animation in digital movies and games due to the high degree of realism that can be achieved. Unfortunately, most of the systems currently available to perform that task are expensive and proprietary. In this work, an open source application for optical motion capture is developed based on digital image analysis techniques. The steps of initialization, tracking, reconstruction and output are all accomplished by the built OpenMoCap software. The defined architecture is designed for real time motion recording and it is flexible, allowing the addition of new optimized modules for specific parts of the capture pipeline, taking advantage of the existing ones. Experiments with two cameras with infrared LEDs and reflexive markers were carried out and the created methodology was assessed. Although not having the same robustness and precision of the compared commercial solution, this work can do simple animations and it serves as an incentive for research in the area.
目前,动作捕捉技术是数字电影和游戏中虚拟人物动画的重要技术,因为它可以实现高度的真实感。不幸的是,目前可用于执行该任务的大多数系统都是昂贵且专有的。在这项工作中,基于数字图像分析技术开发了一个开源的光学运动捕捉应用程序。初始化,跟踪,重建和输出的步骤都是由构建的OpenMoCap软件完成的。定义的架构是为实时运动记录而设计的,它是灵活的,允许为捕获管道的特定部分添加新的优化模块,利用现有的模块。用红外led和反射标记进行了实验,并对所创建的方法进行了评估。虽然没有商业解决方案的鲁棒性和精确度,但这项工作可以制作简单的动画,并且可以激励该领域的研究。
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引用次数: 10
A Serious Game for Exploring and Training in Participatory Management of National Parks for Biodiversity Conservation: Design and Experience 生物多样性保护国家公园参与式管理的探索与训练:设计与体验
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.19
Eurico Vasconcelos Filho, C. Lucena, Gustavo Melo, M. Irving, Jean-Pierre Briot, Vinícius Sebba-Patto, Alessandro Sordoni
In this paper, we discuss the experience in the design, use and evaluation of a serious game about participatory management of national parks for biodiversity conservation and social inclusion. Our objective is to help various stakeholders (e.g., environmentalist NGOs, communities, tourism operators, public agencies, and so on) to collectively understand conflict dynamics for natural resources management and to exercise negotiation management strategies for protected areas, one of the key issues linked to biodiversity conservation in national parks. Our serious game prototype combines, techniques such as: distributed role-playing games, support for negotiation between players, and insertion of various types of artificial agents (decision making agents, virtual players, assistant agents). After a general introduction to the project, we will present project’s current prototype architecture and results from game sessions, as well as some prospects for the future, namely: the design of assistant artificial agents and of virtual players and the integration of a viability-based simulation engine.
本文讨论了一个关于国家公园生物多样性保护和社会包容的参与式管理的严肃游戏的设计、使用和评估经验。我们的目标是帮助不同的利益相关者(如环保非政府组织、社区、旅游经营者、公共机构等)共同了解自然资源管理的冲突动态,并为保护区实施谈判管理策略,这是与国家公园生物多样性保护相关的关键问题之一。我们的严肃游戏原型结合了以下技术:分布式角色扮演游戏,支持玩家之间的协商,以及插入各种类型的人工代理(决策代理,虚拟玩家,助理代理)。在对项目进行了总体介绍之后,我们将介绍项目目前的原型架构和游戏会议的结果,以及对未来的一些展望,即:助理人工代理和虚拟玩家的设计以及基于可行性的仿真引擎的集成。
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引用次数: 19
GPU Accelerated Path-Planning for Multi-agents in Virtual Environments 虚拟环境中多智能体GPU加速路径规划
Pub Date : 2009-10-08 DOI: 10.1109/SBGAMES.2009.20
L. Fischer, Renato Silveira, L. Nedel
Many games are populated by synthetic humanoid actors that act as autonomous agents. The animation of humanoids in real-time applications is yet a challenge if the problem involves attaining a precise location in a virtual world (path-planning), and moving realistically according to its own personality, intentions and mood (motion planning). In this paper we present a strategy to implement – using CUDA on GPU – a path planner that produces natural steering behaviors for virtual humans using a numerical solution for boundary value problems. The planner is based on the potential field formalism that allows synthetic actors to move negotiating space, avoiding collisions, and attaining goals, while producing very individual paths. The individuality of each character can be set by changing its inner field parameters leading to a broad range of possible behaviors without jeopardizing its performance. With our GPU-based strategy we achieve a speed up to 56 times the previous implementation, allowing its use in situations with a large number of autonomous characters, which is commonly found in games.
许多游戏都是由人工合成的类人角色充当自主代理。如果问题涉及到在虚拟世界中获得精确的位置(路径规划),并根据自己的个性、意图和情绪(运动规划)现实地移动,那么类人动画在实时应用中仍然是一个挑战。在本文中,我们提出了一种策略来实现-使用GPU上的CUDA -路径规划器,该路径规划器使用边值问题的数值解为虚拟人产生自然转向行为。规划基于势场形式,允许综合参与者移动协商空间,避免碰撞,实现目标,同时产生非常独立的路径。每个角色的个性可以通过改变其内部字段参数来设置,从而在不损害其性能的情况下产生广泛的可能行为。通过我们基于gpu的策略,我们实现了高达56倍的速度,允许它在有大量自主角色的情况下使用,这在游戏中很常见。
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引用次数: 22
期刊
2009 VIII Brazilian Symposium on Games and Digital Entertainment
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