KR20120001113A - Virtual world 3d model data standardization structure - Google Patents

Virtual world 3d model data standardization structure Download PDF

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KR20120001113A
KR20120001113A KR1020100061750A KR20100061750A KR20120001113A KR 20120001113 A KR20120001113 A KR 20120001113A KR 1020100061750 A KR1020100061750 A KR 1020100061750A KR 20100061750 A KR20100061750 A KR 20100061750A KR 20120001113 A KR20120001113 A KR 20120001113A
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model data
node
joint
virtual world
file
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KR1020100061750A
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Korean (ko)
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조현태
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주식회사 태울엔터테인먼트
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/006Mixed reality
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/04Texture mapping
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/10Geometric effects
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/60Shadow generation

Abstract

The present invention relates to a 3D model data structure and a method using the same that enable avatars and objects to be dynamically interconnected between multiple heterogeneous virtual worlds.

Description

VIRTUAL WORLD 3D MODEL DATA STANDARDIZATION STRUCTURE}

The present invention relates to 3D technology and to a 3D model data structure that allows avatars and objects to be dynamically interconnected in a virtual world.

Currently, the development of a platform and an application in which real life behaviors or information can be implemented as avatars in a virtual world through the Internet is in progress. A service model is being proposed in which a large number of remote users can collaborate or collaborate by simulating real-life functions that have little opportunity to experience in the online virtual world, and related authoring tools are under development.

SUMMARY OF THE INVENTION The present invention has been made in view of the above, and an object thereof is to provide a 3D model data structure and a method using the same that enable avatars and objects to be dynamically interconnected between multiple heterogeneous virtual worlds.

Other objects and advantages of the present invention can be understood by the following description, and will be more clearly understood by the embodiments of the present invention. Also, it will be readily appreciated that the objects and advantages of the present invention may be realized by the means and combinations thereof indicated in the claims.

A method according to an aspect of the present invention for achieving the above object, the avatars and objects produced by defining the 3D Model Data Format is a dynamic interconnection between a plurality of heterogeneous virtual worlds.

3D Model Data according to the present invention as described above has a difference in complexity or capacity of the configuration according to the user purpose. In addition, the 3D Model Data according to the present invention may not necessarily use some or a plurality of functions provided according to a user purpose. 3D Model Data may also require the development or modification of additional metadata, depending on the user's purpose.

1 is a 3D model data structure according to an embodiment of the present invention.
2 is a 3D model data flow according to an embodiment of the present invention.
3 is an example of standard model data.
4 shows an example of the structure and file format of a prefab except for a node.
5 is an example of a Surface Render structure.
6 is an example of the structure of a material.
7 is an example of the structure of a shader.
8 is an example of a Deformer and Deformation structure.
9 is an example of a Physic actor structure.
10 shows an example of generating a project file.
11 is an example of a menu that appears when a right mouse button is clicked on a resource explorer.
12 is an option screen shown after specifying a file name and an extension after file / export in Max.
13 is an example of a layout of a node editor.
14 is a diagram illustrating a node creation method.
15 is a diagram illustrating an example of a base property.
16 is an example of a screen defining a material.
17 shows an example of editing in Asset Explorer.
18 is an example of an Actor.
19 shows a screen in which an AMB Add Shape of an Actor is selected.
20 shows an example of dragging and dropping a mesh on a physic.
21 shows an example of selecting a triangle mesh from a shape type and linking the generated t3nxtm file.
22 is an example of a kind of joint.
23 to 29 are views illustrating a process of making a hanging lamp.
31 is a view illustrating a process of making a broken box.

The foregoing and other objects, features and advantages of the present invention will become more apparent from the following detailed description of the present invention when taken in conjunction with the accompanying drawings, in which: There will be. In the following description, well-known functions or constructions are not described in detail since they would obscure the invention in unnecessary detail. Hereinafter, a preferred embodiment of the present invention will be described in detail with reference to the accompanying drawings.

First, terms used below are set.

VW is a virtual world as a virtual world, and 3D Model Data is composed of Geometry, Material (Shader, Texture), Skeleton, etc., registered in the engine and authoring tool to apply 3D content. Dynamic (Character, NPC) or Static (Object) 3D data. VW Editor is a virtual world authoring tool, and Surface is 3D data consisting of geometry and material. Descriptor is a kind of metadata used in the authoring tool and can be set uniquely according to user's needs through detailed properties.

The present invention is 3D model data registered in a virtual world authoring tool as virtual world 3D standard model data and used for content.

The present invention enables the dynamic interconnection between a plurality of heterogeneous virtual worlds for avatars and objects created by defining a standardized 3D Model Data Format. In addition, the present invention is to include all the geometry, material, animation, physics information, etc., and design and manufacture the plugin to be linked with external authoring tools such as Max or Maya. In addition, in the future, it is easy to add a function of a virtual world authoring tool, add metadata for ease of use, and the like. In addition, XML-based schema is defined to be expressed and interworked in various platforms. In addition, to demonstrate the reliability and validity of standard 3D Model Data design and 3D Model Data Format, 3D Model Data is produced and registered in Authoring Tool Prototype.

The present invention produces a resource considering the VW standard 3D Model Data Structure using external authoring tools (3DSMax, Photoshop, ZBrush). Export to the 3D Model Data Structure designed through the plugin that produced the produced Resource. Import 3D Model Data exported to virtual world authoring tool. 3D Model Data registered in the virtual world authoring tool is metadataized and modified and edited according to user requirements. The registered 3D Model Data is displayed on the screen through the 3D viewer. Standard 3D Model Data is designed to be open structure, so it is general and extensible as long as 3D Model Data Format is the same. Standard 3D Model Data optimizes object design to refine user-selective editing elements, facilitating future metadata expansion and creating a more convenient user interface.

The 3D model data structure according to the present invention is shown in FIG. 3D Model Data links the animation information holding motion information to geometry (Mesh) that forms the silhouette of the shape, and the material that composes the color and texture is the Diffuse Map that controls the basic color, the Normal Map that controls the bump effect, and the reflection effect. It consists of four textures and shaders: Specular Map to control and Ambient Map to control environment shadows. It has physX based physics information to reflect physics and has effects or links and can be used together. The generated 3D model data should be edited such as copy, paste, move, delete in the form of descriptor (metadata) and be able to save and cancel the work.

3D model data flow according to the present invention is shown in FIG. Geometry and Animation are created with 3DMax or Maya, an external authoring tool for 3D Mesh production. Exported to * .dat File Format through Collada plugin and registered in Authoring Tool. Four textures such as Diffuse Map, Normal Map, Specular Map, and Ambient Map are created with Photoshop or ZBrush, which is an external authoring tool for creating 2D Textures, and are exported to DDS plugin * .dds File Format and registered in the authoring tool. The 3D Model Data registered in the virtual world authoring tool is rendered on the screen through the 3D Render View after setting, transforming, and editing according to user needs in the authoring tool.

Components of Standard Model Data

Standard model data is shown in FIG. 3. It is composed of a basic object unit called Prefab and has a surface that is composed of geometry and material. In addition to the surface, Prefab has Nodes such as Group, Physic, Skeleton (Deformer), Light, Occlusion, LOD, Effect, Water, Joint, Sound, Text, Billboard, Pin Node. A prefab can have multiple surfaces, but a surface can have only one geometry and material. There is no limit on the quantity of nodes used.

Prefab Structure Wow File Format

The structure and file format of Prefab except for Node are shown in FIG.

The material consists of a shader and four textures. The individual features in Textures in Chapter 4 include Diffuse Map controls basic colors, Normal Map controls bump effects, Specular Map controls reflection effects, and Ambient Map controls environment shadows. Surface can give Color Variation in authoring tool in virtual world and uses Alpha data (Channel) information of Ambient Map.

Surface Structure

The surface render structure is shown in FIG. 5. In Fig. 5, the skin only has information that the vertex is located on the bone and is used for accurate separation of the skeleton bone.

Material Structure

Material determines how to render the geometry and the structure is shown in FIG. All parameter settings take precedence over global rendering. You can set parameters that are determined by the shader selected for the material. Depending on the scale modifiers (Diffuse intensity, Ambient intensity, etc.), the rendering priority of the Textures (Diffuse map, Normal map, Gloss intensity, etc) is determined.

Shader Structure

Shader is the most common rendering method. Many shaders are hidden from users, but things like surface shaders are commonplace. The structure of the shader is shown in FIG. Detailed properties of shader are shown in Table 1 below.

Figure pat00001

Deformation  & Deformer

Deformer and Deformation structure is shown in FIG. Deformer is an object that performs animation function on another object. Deformation can give an action to an object with a Deformer attribute. Deformer is a player, Deformation acts as a track. When it is explained, Deformer is Animation data and Deformation is a detailed figure. Deformer supports multiple deformations.

Physic actor

Physic actor is to set the shape and properties of the physic and the structure is shown in FIG. Supported Physic functions include K-DOP, Static, Kinematic, Triger, Dynamic mesh, Gravity, Joint, etc.

3D in the virtual world authoring tool Model Data  User interface

Project File

To start a new job in the virtual world authoring tool, you must first create a project. Although the data is independent, Project is needed to manage the current data, so create or load a project from the top main menu to File / New (Open) Project. If you create a project file, a file with (* .t3game) extension is created. When you add / create a resource in the future, the folder containing the project file is used as the top-level folder. An example is shown in FIG. Project file (* .t3game) is a file that stores the list of data created or imported by the virtual world authoring tool. Project management part is divided into three parts. Resource explorer is used for project folder and file structure, resource addition or removal, Asset explorer is used for organizing list of Prefab, Scene, Material, etc., and editor loading. Class explorer builds and executes class written in C #.

Resource explorer

It is a window to manage the resources used for the project. You can add and remove resources and check the file structure. All resource management is done except DAE File Import, and it must be added / created here in order to edit and use. 11 is a menu that appears when the right mouse button is clicked. As each attribute is described, Add Folder adds a folder. Add Resource adds resources to your project, starting with Texture (* .dds) and formatting for the virtual world authoring tool. The added object is automatically copied to the designated folder. Create Scene creates a new Scene / Effect. Create Effect can be edited by loading the created Resource with a double click. Create Prefab creates a Prefab. Prefabs can also be created automatically by import. Remove removes the selected resource.

Asset Explorer

This window is used to classify the created / added resources in Import and Resource Explorer according to the type and open the Editor. The goal is to make sorting easier than editing rather than Resource Explorer. Double-clicking launches the Editor / Viewer. Dragging into the viewport copies / places resources.

Filter

It is convenient to search for the desired resource because only the selected object is displayed. You can filter by name via the input box.

The 3D model data files are shown in Table 2 below. 3D Model Data File used in Resource Explorer and Asset Explorer.

Figure pat00002

DATA Export Of Import

Export

In the virtual world authoring tool, Collada File (*. Dae) is used for import, and it can be exported from 3DSMax by installing ColladaMax Plugin. 12 is an option screen shown after specifying a file name and an extension after file / export in Max. If you click OK with the marked part checked, the export process is completed. Bake Matrices: The deformation values (Move, Scale, Rotation, Instance, etc.) worked in Max are exported together. Relative paths to the texture file are recorded (the relative paths option), so choose your folder carefully and export to the same folder as the texture. When data is moved, DAE and DDS files are automatically moved together. Multi / Sub-Object, Diffuse Map, Specular Map, Normal Map, 2-Sided values are exported / imported during material setting. In the case of semi-transparent Opacity Map, Diffuse Map is used by default, and additional configuration is required in virtual world authoring tool after import.

Import

Importing is done using the File / Import Menu in the virtual world authoring tool. Select a file to import and select a folder to import automatically. When imported, DAE File is analyzed and Geometry and Material Data are created in the specified folder, and dds Texture File is copied to the specified folder. If a file with duplicate file name exists, a warning about overwriting is displayed. Specifying a different folder can avoid overwriting it. The created Prefab can be selected and double-clicked to open the Prefab Editor. Here you can edit gizmos such as move, scale, rotate, change, create lights, or edit materials.

Node Editor

The layout of the Node Editor is shown in FIG. 13. The virtual world authoring tool contains several editors, and most of the work is done here, and the editor is automatically opened according to the resource type selected such as Prefab, Scene, Effect, and Material. The Editor generally has the same interface, and is divided into four parts. Viewport is a rendering view and workspace for Prefab, Effect, Scene, etc. The Toolbar organizes the functions available in the Viewport into icons. Object Explorer can view and edit the Node Tree of the currently working Resource. The Property Window can define the detailed settings of the currently selected Node.

Node Editor Toolbar

The properties of the Node Editor Toolbar are described in Table 3 below.

Figure pat00003

Node Editor Viewport

The viewport manipulation looks like this: LMB selects Object. Ctrl + LMB selects or deselects one or more objects. Alt + LMB rotates the camera. Alt + RMB pans the camera. The wheel zooms in and out. There are two modes for view rotation, and it is convenient to rotate in Orbit mode when editing Prefab.

Node Editor Object Explorer

Node

Virtual World Authoring Tool The main structure of Object Explorer is composed of Node. Basically, it is composed of tree structure. You can view and edit the structure in Object Explorer. T3scn, t3pfb, t3fx, etc. are stored in the structure and numerical values (position, scale, special value, etc.) of each node. Graphic resources such as dds and t3geo are linked and used as nodes. Node numbers are inherited by subordinate nodes.

Node types are shown in Table 4 below.

Figure pat00004

The node creation method is shown in FIG. 14. 1) Right-click on Object Explorer and select Node to create in Create Child Node, or use shortcut icon on Property window. 2) The Create Node window will appear. Click on 'Finish' after the name and other settings. 3) The cursor changes to the node creation mode, and one node is created whenever the left mouse button is clicked on the viewport. The creation mode is canceled when the right mouse button is clicked. To delete the created node, select Delete Node from the context menu or use the shortcut icon in the property window. Removing a node does not delete the resources used.

After selecting an object in the object explorer and RMB, the following menu appears. The Create child node menu contains several types of create nodes. Create node deformer is a function for creating a deformer. Make background objects enable the animation and effect functions installed in the scene. Make K-DOP collision mesh is a function that creates collision based on polygon number in virtual world authoring tool.

To copy a node, you must use the Object Explorer. If you drag a node and drop it on another node, it is basically moved.If you move to the node directly above or press Ctrl key, a + mark appears and a copy is made. When moving, a message about position recalculation appears. If you select 'Yes', the current position is maintained. If you select 'No', the position is moved to the relative position of the moved node. Copy / Paste: This menu is available when RMB is clicked in the Object Explorer. It can be applied to a multi-selected object, and the position is always applied as a relative value.

If you have a lot of nodes like scenes, you can group them together for efficient work. After creating a group node, copy and move the object to the bottom of the group to group it. Grouped objects have position / rotation / scale as relative value to group node, so when moving / rotating / scaling a group, lower objects are also affected at the same time. Groups are rendered in Pivot and can be hidden in the Render Filter.

Node Editor Properties Window

Property information for each node is different and looks at Base Property as shown in FIG. The icons at the top are the icon for creating a lower node and the icon for editing special nodes. There is a window where you can actually set numerical values, etc. at the stop, and various interfaces are provided depending on the setting value, but most of them contain numeric values. Direction keys). Enable checks whether Node is used or not. It also affects child nodes. Immovable specifies movement and immovability. At the bottom, you'll see some tips or tips.

Material

The screen for defining the material is shown in FIG. The Material determines how the Prefab's geometry will be rendered. By default, one material is linked to one geometry, and the material is saved as a * .t3mtl file that can be linked to and used at any other time at any time (just like Geometry).

If you double-click in the Asset Explorer or select t3mtl Node in the Object Explorer of the Prefab Editor and edit the material, the Material Editor opens and you can edit (edit) and the edits are applied in real time. An example is shown in FIG. 17.

The Phong Shader's parameters are shown in Table 5 below.

Figure pat00005

The types of shaders supported are shown in Table 6 below.

Figure pat00006

Physic

Prefab / Scene Editor is used to set the physics for the object such as Prefab. Run 'Create Physic' in the Object Explorer. Create an Actor that determines physics properties as a Physic subnode. There are various Actor types, and you can set up filtering for collision processing. (Preset function is also available for quick application.) Actor has Shape value and can select the shape to be used when processing. An example of an Actor is shown in FIG. 18. Add Static Actor is an Actor that has properties of Collision for Object, Character and so on. Add Kinematic Actor is an Actor that moves along with the animation of the surface. Add Dynamic Actor is an Actor that can give Gravity, Mass, damping, etc.

Create Actor (all Physics same)

After New Physics is created as shown in FIG. 19, the Actor selects the Add Shape of the RMB Click. And the shape is created. In the Properties below, you can set the Type, Scale, and Material. The function of the material can be a number such as Friction or Restitution.

< Dynamic Actor >

Same as above, but should drag & drop the mesh to Physic as shown in FIG.

< Shape  : Triangle Mesh >

Use the geometry value among the actor's shape values. Select 'Convert to Triangle Mesh' in Geometry (* .t3geo) to use in Resource Explorer. When the conversion is complete, a t3nxtm file is created. Select Triangle Mesh as the Shape Type and link the generated t3nxtm file. An example is shown in FIG. 21.

Joint

It is a kind of setting that can process the movement on the engine without animation of the movement of the object when colliding with the object and collision box that has the collision. An example of the kind of joint is shown in FIG.

D6 (6 DOF  ) Joint

It is a joint that is basically used in the virtual world authoring tool. It is used to rotate, move, and hang it like a lamp. The attributes of D6 are shown in Table 7 below.

Figure pat00007

Spherical Joint

Similar to D6, there are more joints to set. Used a lot for shaking objects. Spherical properties are shown in Tables 8 and 9.

Figure pat00008

Figure pat00009

Revolute Joint

It's best when you're building a rocking object with both sides connected, like a bridge. Revolute properties are shown in Table 10 and Table 11 below.

Figure pat00010

Figure pat00011

Fixed Joint

The most commonly used joint when creating broken objects. Its property is Breakable (the connected object is broken by physical force), Max Torque is a torsional setting, and the joint breaks if a torsion above the set value is applied. The Max Force is broken when a force above the set value is applied to the force setting.

<Making hanging lights>

Figure 23 (a) is an image in which both the joint and the light is installed, the hanging and the like as shown in Figure 23 (b) uses the most basic Joint Type D6 joint. Because it is shaking in all directions.

1) First, prepare the prefab to which the joint will be applied. As shown in (a) of FIG. 24, the place to be shaken must be imported in Max beforehand (marked with a red line cutout).

2) Create a joint group and click the right mouse button and place the joint on the part to be shaken (place the joint on the detached part). Three are installed in the part to be shaken as shown in FIG.

3) Since Joint uses Dynamic Object, Dynamic Collision should be installed. Create three physic nodes. Give it a name similar to Joint, so make it easier to link later. Same as FIG. 25. You will notice that the joint and dynamic collision positions are similar. This setting makes it easier to manage or link later. Right click on the Physic Node to create a dynamic actor. Static actors are Collisions used for static objects that are not moving, Kinematic actors are Collisions used for animated objects, Trigger actors are Collisions used for objects pressed like buttons, and Dynamic actors are Collisions used in Dynamic Objects. to be. Right click on the dynamic actor to create a shape.

When you create a shape, a Box is created by default, but you can change the Type. Box is the box collision, capsule is the capsule collision, sphere is the sphere collision, and triangle mesh is the modeled object collision. Made using box and capsule. Set Dynamic Collision to 3 Physic Nodes as shown in FIG.

4) Meshes must be put in Physic Node to be applied as Dynamic Object. As shown in Fig. 27, meshes are placed in the Physic Node at the same position.

5) The Physics Node should be connected so that the Joint can be applied. First of all, to activate a joint, first and second actors must be set in the joint. First actor and second actor set up and down the object to be connected to the joint.

As shown in Fig. 28, First is empty when there is a New Joint. The reason is hanging in the air. So First doesn't connect. This is done by connecting the Dynamic actor in Physic_01 to Second. As shown in FIG. 29, Dynamic actors are connected in order.

6) Finally, enter the joint and dynamic settings.

Dynamic values were all set to 1, which is the default value (which will show the most normal movement). The joint value is 30 to avoid serious rotation and twisting.

<Building of a bridge of clouds>

The cloud bridge can be made by applying what you've done such as hanging. The difference is that the joint type uses a revolute joint. Joints are arranged as shown in FIG.

The breakable value is strongly enforced so that the joint value does not break. And only the angle of Projection value is entered so that the number 10 is only slightly rotated when the character is on top. If you put a lot of numbers

The Physic value was given a Mass of 30 so as not to shake much. If the mass is low, as soon as the character climbs, it will slam very badly, causing the character to fall down. You can adjust the time to return to the original position after shaking by giving a damping value.

<Create Broken Box>

The difference is that a fixed joint is used as the joint type. Joints are disposed between the broken objects as shown in FIG. The joint value was set low to break when the character pushes or hits the box. Physic value works fine when Mass is higher than joint force. If the joint value is high, dynamic operation will be disabled or physics will be twisted. So I gave 2 Mass. You can adjust the time to return to the original position after shaking by giving a damping value. The important thing in a broken box is the Dynamic Collision form. The Collision Shape should appear similar to the Object. So that it overlaps and breaks well. So for such boxes it is better to use Triangle Mesh.

The process of storing the method according to the present invention on a recording medium (CD-ROM, RAM, ROM, floppy disk, hard disk, magneto-optical disk, etc.) can be easily carried out by those skilled in the art. Therefore, it will not be described in detail any more.

While the specification contains many features, such features should not be construed as limiting the scope of the invention or the scope of the claims. Also, the features described in the individual embodiments herein can be implemented in combination in a single embodiment. Conversely, various features described herein in a single embodiment may be implemented in various embodiments individually or in a suitable subcombination.

It is to be understood that, although the operations have been described in a particular order in the figures, it should be understood that such operations are performed in a particular order as shown, or that a series of sequential orders, or all described operations, . In some circumstances, multitasking and parallel processing may be advantageous. In addition, it should be understood that the division of various system components in the above-described embodiments does not require such division in all embodiments. The above-described program components and systems can generally be implemented as a single software product or as a package in multiple software products.

The present invention described above is capable of various substitutions, modifications, and changes without departing from the technical spirit of the present invention for those skilled in the art to which the present invention pertains. It is not limited by the drawings.

Claims (1)

3D Model Data Format A way to define and create avatars and objects that are dynamically interconnected between multiple heterogeneous virtual worlds.
KR1020100061750A 2010-06-29 2010-06-29 Virtual world 3d model data standardization structure KR20120001113A (en)

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN103544723A (en) * 2013-07-12 2014-01-29 国家电网公司 Manufacturing method of hot-line work technical training distributing line part 3D (three-dimensional) teaching video
KR102627175B1 (en) 2022-11-04 2024-01-19 주식회사 브이알크루 Method for embodying occlusion of virtual object

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN103544723A (en) * 2013-07-12 2014-01-29 国家电网公司 Manufacturing method of hot-line work technical training distributing line part 3D (three-dimensional) teaching video
KR102627175B1 (en) 2022-11-04 2024-01-19 주식회사 브이알크루 Method for embodying occlusion of virtual object
KR102627176B1 (en) 2022-11-04 2024-01-19 주식회사 브이알크루 Method for embodying occlusion of virtual object
KR102635346B1 (en) 2022-11-04 2024-02-08 주식회사 브이알크루 Method for embodying occlusion of virtual object

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