15 research outputs found
CharNeRF: 3D Character Generation from Concept Art
3D modeling holds significant importance in the realms of AR/VR and gaming,
allowing for both artistic creativity and practical applications. However, the
process is often time-consuming and demands a high level of skill. In this
paper, we present a novel approach to create volumetric representations of 3D
characters from consistent turnaround concept art, which serves as the standard
input in the 3D modeling industry. While Neural Radiance Field (NeRF) has been
a game-changer in image-based 3D reconstruction, to the best of our knowledge,
there is no known research that optimizes the pipeline for concept art. To
harness the potential of concept art, with its defined body poses and specific
view angles, we propose encoding it as priors for our model. We train the
network to make use of these priors for various 3D points through a learnable
view-direction-attended multi-head self-attention layer. Additionally, we
demonstrate that a combination of ray sampling and surface sampling enhances
the inference capabilities of our network. Our model is able to generate
high-quality 360-degree views of characters. Subsequently, we provide a simple
guideline to better leverage our model to extract the 3D mesh. It is important
to note that our model's inferencing capabilities are influenced by the
training data's characteristics, primarily focusing on characters with a single
head, two arms, and two legs. Nevertheless, our methodology remains versatile
and adaptable to concept art from diverse subject matters, without imposing any
specific assumptions on the data
RTSDF: Generating Signed Distance Fields in Real Time for Soft Shadow Rendering
Signed Distance Fields (SDFs) for surface representation are commonly
generated offline and subsequently loaded into interactive applications like
games. Since they are not updated every frame, they only provide a rigid
surface representation. While there are methods to generate them quickly on
GPU, the efficiency of these approaches is limited at high resolutions. This
paper showcases a novel technique that combines jump flooding and ray tracing
to generate approximate SDFs in real-time for soft shadow approximation,
achieving prominent shadow penumbras while maintaining interactive frame rates
Game Action Based Power Management for Multiplayer Online Game
Current mobile devices embrace a wide range of functionalities including high speed network support, hardware accelerated 3D graphics, and multimedia capabilities. These capabilities have boosted the interest for enabling multiplayer online games (MOG) support on such devices. However, the lack of similar growth in battery technology limits the usability of these devices for MOGs. In this paper, we present energy conservation techniques for highly interactive MOGs. These are games, such as firstperson shooters, where crisp user interaction is paramount to the overall game experience. Hence, conserving energy while preserving crisp user interaction becomes a critical consideration in this domain. We first present three obvious power management approaches and highlight their limitations. We then discuss two applicationassisted approaches for power management that manage to save power while preserving the required user experience. Our results demonstrate that these applicationassisted approaches are very promising
PGTP: Power aware game transport protocol for multi-player mobile games
Ministry of Education, Singapore under its Academic Research Funding Tier
Dynamic lookahead mechanism for conserving power in multi-player mobile games
Ministry of Education, Singapore under its Academic Research Funding Tier
Adaptive display power management for mobile games
Ministry of Education, Singapore under its Academic Research Funding Tier
ARIVU: Power-Aware Middleware for Multiplayer Mobile Games
Ministry of Education, Singapore under its Academic Research Funding Tier
Energy efficient algorithms and techniques for wireless mobile clients
Ph.DDOCTOR OF PHILOSOPH
ARENA - Dynamic Run-Time Map Generation for Multiplayer Shooters
Part 3: Computational Methodologies for EntertainmentInternational audienceIn this paper, we present simple and novel method to procedurally generate the game maps for multiplayer shooter games faster (in order of seconds) without compromising the expected features of a good multiplayer shooter environment
International Conference on Informatics and Communication Technologies for Societal Developmen
This volume comprises research papers presented at the International Conference on Informatics and Communication Technologies for Societal Development (ICICTS 2014) held at Karunya University, India. The content focuses on the recent advancements in image or signal processing, computer vision, communication technologies, soft computing, advanced computing, data mining, and knowledge discovery. The primary objective of this volume is to facilitate advancement and application of the knowledge and to promote ideas that solve problems faced by society through cutting-edge technologies. The chapters contain selected articles from academicians, researchers, and industry experts in the form of frameworks, models, and architectures. Practical approaches, observations, and results of research that promotes societal development are also incorporated. This volume will serve as a useful compendium for interested readers and researchers working towards societal development from the technological perspective