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Journal : Jurnal Mantik

Performance analysis of Navigation AI on Commercial Game Engine: Autodesk Stingray and Unity3D Moch Fachri; Ali Khumaidi; Nur Hikmah; Nuke L Chusna
Jurnal Mantik Vol. 4 No. 1 (2020): May: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (707.523 KB)

Abstract

This research establish crowd simulation on modern game engine such as Autodesk Stingray and Unity 3D. This paper explores the navigation system of both game engine. Furthermore we compare the navigation performance for each navigation system used by those engine: The gameware Navigation which is used in Stingray as its middleware for navigation AI, and Unity Navigation used in Unity3D. We simulate the crowd simulation using scenario of crossroad and narrow-passage. Experimental result demonstrates the navigation of hundreds of agents in densely populated environments.
Digital Preservation of Real World Objects Using Photogrametry from Digital Image Moch Fachri; Nur Hikmah
Jurnal Mantik Vol. 4 No. 3 (2020): November: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.Vol4.2020.968.pp1616-1621

Abstract

One form of objects preservation is by converting real world objects into digital form. This allows historical information from these relics to be preserved even if due to some reason, the physical objects have disappeared. This research develops a digital image processing technology called photogrammetry to create three-dimensional models of real world objects. The use of photogrammetry is intended for digital preservation of real world objects which is formed in a 3D Reality Capture. The results we show that the digital information of real world objects can be presented in a virtual world and the data can be stored for preservation and future use.
Visualization of Real-World 3D Reconstructed Objects with Real-Time Ray Tracing on Ampere Architecture Graphic Processing Unit Nur Hikmah; Moch Fachri; Risanto Darmawan
Jurnal Mantik Vol. 5 No. 3 (2021): November: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

3D models from the reconstruction of real-world objects have photorealistic details. This realistic detail in the visualization needs to be supported by a visualization environment that is able to represent realistic real-world conditions. However, the environmental light information on the reconstructed 3D object was lost in the reconstruction process. This is because the light obtained from scanned real-world objects for reconstruction can reduce the accuracy of the reconstruction results. This inaccuracy is caused by alterations in the light reflected from the captured object, causing the texture of the object difficult to reconstruct. In the visualization of the scanned object, the light that appears on the object is reformed virtually through ray tracing. This research utilizes the RT core technology on the Ampere graphics processor architecture introduced by Nvidia. With this technology, the ray tracing process can be carried out in real-time, enabling realistic and dynamic visualization. In this study, an application that is able to perform 3D visualization will be made by utilizing real-time ray tracing with an RT core on the graphics processing unit of the Ampere architecture. This application is able to blend virtual environments and 3D models that are reconstructed from the results of scanning real-world objects. We will demonstrate that this application can later become a 3D visualization solution for models from the reconstruction of real-world objects.