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A Evaluation of 3D Character Reflectance and Realistic Implementation for FPS Game

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Subconscious Learning via Games and Social Media

Part of the book series: Gaming Media and Social Effects ((GMSE))

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Abstract

In this paper, we presented and simulated to express the realistic character simulations and our implementation for 3D game character rendering technology using Unity 3D game engine-based BRDF (bidirectional reflection distribution function). Recently some game characters for games have been almost like realistic games because of a great mathematical computation of using GPU. We introduce and implement complex 3D character rendering technique to simulate mathematical BRDF reflections from recent research to use the 3D game engine from modeling environmental lighting. This paper will be provided a real FPS (first-person shooter) game for understanding and implementing many reflectance-based lighting techniques.

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Notes

  1. 1.

    http://en.wikipedia.org/wiki/Bidirectional_scattering_distribution_function. Accessed January 25, 2013.

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Acknowledgements

This research was partially funded by Korea Government, Institute for Information and Communications Technology Promotion, IITP (CiMR: Physically based Cinematic Material Rendering Techniques optimized for Gameplay, No 10043453) and supported by Basic Science Research Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Education, Science and Technology (2012R1A1A2001091).

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Correspondence to Seongdong Kim .

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© 2015 Springer Science+Business Media Singapore

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Kim, S., Chin, S., Lee, J., Cho, T. (2015). A Evaluation of 3D Character Reflectance and Realistic Implementation for FPS Game. In: Sourina, O., Wortley, D., Kim, S. (eds) Subconscious Learning via Games and Social Media. Gaming Media and Social Effects. Springer, Singapore. https://doi.org/10.1007/978-981-287-408-5_1

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  • DOI: https://doi.org/10.1007/978-981-287-408-5_1

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  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-287-407-8

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