978 research outputs found

    Semi-free start collision attack on Blender

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    Blender is a cryptographic hash function submitted to NIST\u27s SHA3 competition. We have found a semi-free start collision attack on Blender with trivial complexity. One pair of semi-free start collision messages with zero initial values is presented

    Volumetric kombat:a case study on developing a VR game with Volumetric Video

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    This paper presents a case study on the development of a Virtual Reality (VR) game using Volumetric Video (VV) for character animation. We delve into the potential of VV, a technology that fuses video and depth sensor data, which has progressively matured since its initial introduction in 1995. Despite its potential to deliver unmatched realism and dynamic 4D sequences, VV applications are predominantly used in non-interactive scenarios. We explore the barriers to entry such as high costs associated with large-scale VV capture systems and the lack of tools optimized for VV in modern game engines. By actively using VV to develop a VR game, we examine and overcome these constraints developing a set of tools that address these challenges. Drawing lessons from past games, we propose an open-source data processing workflow for future VV games. This case study provides insights into the opportunities and challenges of VV in game development and contributes towards making VV more accessible for creators and researchers

    CGAMES'2009

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    Animating Predator and Prey Fish Interactions

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    Schooling behavior is one of the most salient social and group activities among fish. They form schools for social reasons like foraging, mating and escaping from predators. Animating a school of fish is difficult because they are large in number, often swim in distinctive patterns that is they take the shape of long thin lines, squares, ovals or amoeboid and exhibit complex coordinated patterns especially when they are attacked by a predator. Previous work in computer graphics has not provided satisfactory models to simulate the many distinctive interactions between a school of prey fish and their predator, how does a predator pick its target? and how does a school of fish react to such attacks? This dissertation presents a method to simulate interactions between prey fish and predator fish in the 3D world based on the biological research findings. Firstly, a model is described by representing a school of fish as a complex network information flow with structural properties. Using this model, a predator fish targeting isolated peripheral fish is simulated. Secondly, the escape behavior state machine model and escape maneuvers exhibited by fish schools are described. The escape maneuvers include compact, avoid, fast avoid, skitter, fountain, flash, ball, split, join, herd, vacuole, and hourglass are identified in the biological studies. This proposed escape behavior animation model can free an animator from dealing with the low-level animations but instead, control the fish behavior on a higher level by modifying a state machine and a small set of system parameters. With the state machine and relatively few system parameters, the proposed system is stable, predictable, and easy to tune, which represent important properties for animators to control the outcome. This system is developed in Unity (3D). In addition, a plug-in is also developed for full-fledged graphics tool Blender software to simulate escape maneuvers. The animator has to simply select escape maneuvers, adjust parameters and work on animating predator using keyframe method. It does not deal with the state machine model. The proposed model is useful not only in generating group behaviors but also in scientific visualization tool for studying fish behavior

    QueenÂŽs Fate. 3D modeling and development of a multiplayer fighting game

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    Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadùmic: 2020/2021Motivation The main motivation for this work is wanting to develop a project in which the artistic section has to be worked on thoroughly, since it is the section I’m most interested in, and in a game of this style it is important that the models and animations are well worked. It also is a project that wraps all the contents of the degree, since it goes though the whole process of developing a video game, including the construction of the plot, the conceptual design of characters, environments, menus and HUD, the modeling and animation of said characters, the design of the game mechanics, the application of gamification techniques to balance the gameplay, and the coding of all the game logic, thus, being able to complete this project would mean that I’ve acquired all the necessary knowledge that is expected to acquire after finishing this degree. Objectives The objective is to develop a complete game with original models and animations in which players fight each other in a 2D combat system, with many interesting mechanics that offer an extended gameplay. Environment and Initial State The project is going to be entirely developed by a single individual, myself, working on my own with my own equipment. It Started from a completely blank canvas, and the only previous knowledge came from all the projects developed at the degree. I made the decision to develop it using mainly three softwares: Blender for 3D modeling, Photoshop for texturing and 2D sprites (like HUD icons, menus, etc), and Unity as a game engine. I came to this decision since those are programs I’ve previously worked with and I feel quite comfortable using them

    Huge Multicollisions and Multipreimages of Hash Functions BLENDER-n

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    In this paper we present a multicollision and multipreimage attack on the hash function Blender-n [1] for all output sizes n = 224, 256, 384 and 512. The complexity and memory requirements for finding 2^{2n} multipreimages (multicollisions) of Blender-n is roughly 10 times more than finding a collision for n/2-bit random hash function. All previous attacks were based on the trick by Joux [2] using many messages. Our attacks are based on one message with several fixpoints. The state register has eight words. By properly choosing message words we force half of the register to go to the original state. Then we will find a collision in the rest with complexity 2^{n/4}. The collision creates a fix point in the sequence of states of the state register. We use 10 such fix points. Previously known attacks [4, 5] on Blender-n have the complexity at least 2^{n/2}. Our 2^{2n}-multicollision and multipreimage attacks have a complexity 10*2^{n/4}

    Aeroknights: Deathmatch MQP

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    As 3D graphics for videogames became popular, a genre of games was born called “flying games.” Flying games typically had players control an airplane or spaceship and often involved combat with projectile weapons. Meanwhile, many fantasy works contain characters who ride a flying mount, such as a pegasus, yet fight with a melee weapon, such as a sword. While many videogames include such characters, few explore what combat between them looks like. In order to explore this combat, we created Aeroknights: Deathmatch, a video game in which players ride flying bikes and attack each other using mainly melee combat instead of projectile combat. The game played like a very up-close and personal version of the flying games seen before, and create a unique and exciting way for players to interact

    Xeero: A 3D Action-Puzzle-Platforming Game

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    This report discusses the design and development of Xeero, a 3D action-puzzle- platforming game constructed from our own custom engine, original art and sound assets. Despite a small development team, we strove to create a highly-polished and marketable interactive experience. We explain the methodology employed, results gained, and challenges faced by each member of the team in pursuit of this goal

    Xeero

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    This paper discusses the design and development of the action-puzzle-platforming game Xeero, constructed from our own custom engine, original art, and original sound assets. Despite a small development team, we strove to create a highly-polished and marketable interactive experience. This paper discusses the methodology employed, results gained, and challenges faced by each member of the team in pursuit of this goal

    Kaijus as environments: design & production of a colossal monster functioning as a boss level

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    Boss fights are a staple in most video game genres. They are milestones in the adventure, designed and intended to test the skills that the player has acquired throughout their adventure. In some cases, they even define the whole experience of the game, especially one type of enemy that has appeared in several instances and every genre: colossal bosses, monsters of giant proportions usually used as a matter of spectacle and a simple yet effective way to showcase the sheer power that players have achieved up until that point in the adventure. Titles like God of War, Shadow of the Colossus and even many Super Mario titles use this concept in their video games in imaginative ways to create Kaiju-like creatures working as a living environment the player has to traverse to defeat them. However, what is the process behind creating a colossal boss that works as a breathing environment, and how can it be achieved? This project aims to study the process of colossal boss creation and design and apply level design and asset creation. To do this, the author will investigate the main aspects and key-defining features of these bosses, analyzing the strengths and weaknesses of existing bosses in videogames such as God of War 3’s Cronos and Shadow of the Colossus and Solar Ash’s bosses in terms of art production and game design. From this study and following the art process for creating creatures in the video game industry, the author will conceptualize, design and produce a working, playable prototype of a boss fight, showcased in the final presentation
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