An interactive snowboard game in virtual environment

被引:0
|
作者
Jeon, Gye-Beom [1 ]
Kim, Won Cheol [2 ]
Enkhsaruul, Amarjagal [2 ]
Kim, Eun-Ju [2 ]
Lee, Jong-Wan [2 ]
Kim, Sun-Jeong [2 ]
Song, Chang Geun [2 ]
机构
[1] Hallym Univ, Div Informat Engn & Telecommun, 39 Hallymdaehak Gil, Chunchon 200702, Gangwon Do, South Korea
[2] Hallym Univ, Dept Phys, Chunchon, South Korea
关键词
LOD; ROAM; bodily sensible game; snowboard game; physics engine; virtual reality;
D O I
暂无
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
In this paper we implement the 3D virtual interactive snowboard game. It is not an on-line game but a bodily sensible game. We develop the terrain rendering engine which is designed for our interactive snowboard simulation game. It is developed by using real-time optimally adapting meshes (ROAM) for level-of-detail (LOD) rendering. The terrain engine also uses alpha blending for transition between level-of-details and collision between a character and the terrain is detected by ray-triangle intersection algorithm. The presented engine shows rapid response in rendering the terrain which is essential for an interactive snowboard simulation game. For a character's movement, physics engine is designed in which we define the two states called the Air and the Contact and classify four cases for the next position. HMD and motion tracker devices used in virtual reality applications are attached to our game engine so that users can experience the snowboard game in virtual space. It is expected from this experience that other sports games such as table-tennis, soccer, golf games and etc. can be easily implemented.
引用
收藏
页码:801 / +
页数:2
相关论文
共 50 条
  • [1] An interactive environment for virtual manufacturing: the virtual workbench
    Weyrich, M
    Drews, P
    [J]. COMPUTERS IN INDUSTRY, 1999, 38 (01) : 5 - 15
  • [2] Virtual explorer: Interactive virtual environment for education
    Dean, KL
    Asay-Davis, XS
    Finn, EM
    Foley, T
    Friesner, JA
    Imai, Y
    Naylor, BJ
    Wustner, SR
    Fisher, SS
    Wilson, KR
    [J]. PRESENCE-TELEOPERATORS AND VIRTUAL ENVIRONMENTS, 2000, 9 (06) : 505 - 523
  • [3] Developing a Virtual Campus Model in an Interactive Game-Engine Environment for Building Energy Benchmarking
    Woo, Jeong-Han
    Peterson, Mark A.
    Gleason, Blake
    [J]. JOURNAL OF COMPUTING IN CIVIL ENGINEERING, 2016, 30 (05)
  • [4] Interactive Streamed Media in Virtual Environment
    Behal, David
    [J]. WSCG 2010: POSTER PROCEEDINGS, 2010, : 27 - 30
  • [5] Story visualization for interactive virtual environment
    Mehdi, QH
    Zeng, X
    Gough, NE
    [J]. PROCEEDINGS OF THE ISCA 12TH INTERNATIONAL CONFERENCE INTELLIGENT AND ADAPTIVE SYSTEMS AND SOFTWARE ENGINEERING, 2003, : 20 - 24
  • [6] Generation and Control of Game Virtual Environment
    Lee, Myeong Won
    Lee, Jae Moon
    [J]. INTERNATIONAL JOURNAL OF AUTOMATION AND COMPUTING, 2007, 4 (01) : 25 - 29
  • [7] Generation and Control of Game Virtual Environment
    Myeong Won Lee
    Jae Moon Lee
    [J]. Machine Intelligence Research, 2007, (01) : 25 - 29
  • [8] Computer Environment of Virtual EduLARP Game
    Zuzana, Vaclavikova
    Roman, Marsalek
    Katerina, Trckova
    Martin, Zacek
    Pavel, Smolka
    [J]. INTERNATIONAL CONFERENCE ON NUMERICAL ANALYSIS AND APPLIED MATHEMATICS 2022, ICNAAM-2022, 2024, 3094
  • [9] Gamified Internet of Things Testing within a Virtual Learning Environment - Towards the Interactive Simulation Game "IoTCityLab"
    Auer, Thomas
    Felderer, Michael
    [J]. 2020 IEEE 32ND CONFERENCE ON SOFTWARE ENGINEERING EDUCATION AND TRAINING (CSEE&T), 2020, : 334 - 337
  • [10] A Study on Pathfinding for Multiple Interactive Entities in an Interactive Virtual Environment
    Kumar, Burra Venkata Durga
    [J]. SECOND INTERNATIONAL CONFERENCE ON COMPUTER AND ELECTRICAL ENGINEERING, VOL 1, PROCEEDINGS, 2009, : 255 - 258