DOI: https://doi.org/10.32515/2414-3820.2021.51.227-238
Analysis of Computer Visualization Systems in Order to Algorithmize the Rationale for their Use
About the Authors
Olexandr Drieiev, Associate Professor, PhD in Technics (Candidate of Technics Sciences), Central Ukrainian National Technical University, Kropyvnytskyi, Ukraine, e-mail: drey.sanya@gmail.com, ORCID ID: 0000-0001-6951-2002
Bohdan Zhelesnya, student, Central Ukrainian National Technical University, Kropyvnytskyi, Ukraine, e-mail: bzeleznak@gmail.com
Abstract
Designing modern software involves the use of several frameworks. The framework reduces software development time. But frameworks have their own capabilities, disadvantages and advantages. The use of the framework also imposes certain architectural features on the project. Therefore, the engineer faces the intellectual task of creating a software architecture when you need to choose from an available set of frameworks and take into account the impact of these frameworks on the functioning of the system as a whole. The design result is an important step that has an impact on the success of the project. Therefore, this paper considers the problem of strengthening the objective component in the process of choosing a framework, namely the computer visualization system when creating a software architecture.
As a result, a method for selecting a visualization system is proposed. This method is based on the analysis of tasks that are put forward in the visualization system, taking into account the requirements for the image to be built. On the basis of the formed tasks to the visualization system, the article synthesizes the requirements for the visualization systems. Also, according to experts, the importance of compliance with certain requirements is assessed. According to the characteristics of computer visualization systems and quantitative values, the evaluations provided by experts show the applicability of multicriterial optimization to separate the applicable visualization systems and choose the best one. In order to illustrate the choice of computer visualization system, the article uses an example of applying the method to a turn-based strategy game.
The result is a method for selecting computer visualization systems, which is based on the created classifications of tasks facing the visualization system. The relationship between the purpose of the visualization system and the list of tasks that the visualization system must perform is shown. The paper identifies the stages that depend on subjective and objective factors. The results allow a structured approach to computer visualization systems in the software architecture design process.
Keywords
design, software, decision making, computer visualization system
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References
1. Skyba, O.P. (2019). Komp'iuterna hrafika [Computer Graphics]. Ternopil' : Ternopil's'kyj natsional'nyj tekhnichnyj universytet imeni Ivana Puliuia [in Ukrainian].
2. Matsenko, V.H. (2009). Komp'iuterna hrafika [Computer Graphics] . Chernivtsi: Ruta[in Ukrainian].
3. Novozhylova, M.V. & Myronenko, V.V. (2015). Komp'iuterna hrafika [Computer Graphics]. Part 1. Kh.: KhNUBA [in Ukrainian].
4. Bilukha, M. T. (2002). Metodolohiia naukovykh doslidzhen [Research methodology]. Kyiv: ABU [in Ukrainian].
5. Ehrgott, M. & Gandibleux, X. (2004). Approximative Solution Methods for Multiobjective Combinatorial Optimization . TOP. Sociedad de Estadística e Investigación Operativa. Part. 12. Vol. 1. [in English].
6. Michael Klappenbach Understanding and Optimizing Video Game Frame Rates // December 16, 2020. www.lifewire.com. Retrieved from https://www.lifewire.com/optimizing-video-game-frame-rates-811784 [in English].
7. Heroes Might of Magic 3; www.ubisoft.com. Retrieved from https://www.ubisoft.com/ru-ru/game/heroes-of-might-and-magic-3-hd [in English].
8. Kris Fadina Bol'shoe issledovanie pro svet v igrah [Chris Fadina A great study on lighting in games]. 10 avgusta 2020. cyber.sports.ru. Retrieved from https://cyber.sports.ru/tribuna/blogs/betterthansex /2812994.html [in Russian].
9. Ulutshennaja grafika s trassirovkoj luchej i DLSS [Improved graphics with ray tracing and DLSS]. www.nvidia.com. Retrieved from https://www.nvidia.com/ru-ru/geforce/rtx/ [in Russian].
10. Vladislav Mironovich. Chto takoe trassirovka luchej i nuzhna li ona nam v igrah [What is ray tracing and do we need it in games]. 01.05.2020. blog.allo.ua. Retrieved from https://blog.allo.ua/chto-takoe-trassirovka-luchej-i-nuzhna-li-ona-nam-v-igrah_2020-05-51/ [in Russian].
11. Unity Toon Shader mul'tjashnyj shejder (1): mul'tiplikacionnaja raskraska [Unity Toon Shader cartoon shader (1): cartoon coloring]. russianblogs.com. Retrieved from https://russianblogs.com /article/4312217817/ [in Russian].
12. Toony Colors Pro 2. assetstore.unity.com. Retrieved from https://assetstore.unity.com/packages/vfx /shaders/toony-colors-pro-2-8105 [in English].
13. AutoCAD overview. www.autodesk.ru. Retrieved from https://www.autodesk.ru/products /autocad/overview [in English].
14. Make something Unreal. www.unrealengine.com. Retrieved from https://www.unrealengine.com/en-US/unreal [in English].
15. Vstrechajte Unity Gaming Services [Meet Unity Gaming Services]. unity.com. Retrieved from https://unity.com/ru [in Russian].
16. The Freedom to Create . www.blender.org. Retrieved from https://www.blender.org/about/ [in English].
17. GODOT showcase . godotengine.org. Retrieved from https://godotengine.org/showcase [in English].
18. Romaniuk, O.N. & Romaniuk, S.O. & Piddubets'ka, M.P. (2013). Analiz metodiv anizotropnoi fil'tratsii [Analysis of anisotropic filtration methods]. Vymiriuval'na ta obchysliuval'na tekhnika v tekhnolohichnykh protsesakh – Measuring and computing devices in technological processes, 2, 123-128 [in Ukrainian].
Citations
- Комп’ютерна графіка : конспект лекцій для студентів усіх форм навчання спеціальностей 122 «Комп’ютерні науки» та 123 «Комп’ютерна інженерія» з курсу «Комп’ютерна графіка» / Укладач: Скиба О.П. Тернопіль : Тернопільський національний технічний університет імені Івана Пулюя, 2019. 88 с
- Маценко В.Г. Комп’ютерна графіка: навч. посіб. Чернівці: Рута, 2009 . 343 с. ISBN 966-568-846-4
- Новожилова М.В., Мироненко В.В. Комп’ютерна графіка. Ч.1: навч.-метод. посіб. Х.: ХНУБА, 2015. 60 с.
- Білуха М. Т. Методологія наукових досліджень: підруч. К.: АБУ, 2002. 480 с.
- M. Ehrgott and X. Gandibleux. Approximative Solution Methods for Multiobjective Combinatorial Optimization . TOP. Sociedad de Estadística e Investigación Operativa. 2004. Т. 12, вип. 1.
- Michael Klappenbach Understanding and Optimizing Video Game Frame Rates // December 16, 2020. URL: https://www.lifewire.com/optimizing-video-game-frame-rates-811784
- Heroes Might of Magic 3. URL: https://www.ubisoft.com/ru-ru/game/heroes-of-might-and-magic-3-hd
- Крис Фадина Большое исследование про свет в играх // 10 августа 2020. URL: https://cyber.sports.ru/tribuna/blogs/betterthansex/2812994.html
- Улутшенная графика с трассировкой лучей и DLSS. URL: https://www.nvidia.com/ru-ru/geforce/rtx/
- Владислав Миронович. Что такое трассировка лучей и нужна ли она нам в играх . URL: https://blog.allo.ua/chto-takoe-trassirovka-luchej-i-nuzhna-li-ona-nam-v-igrah_2020-05-51/
- Unity Toon Shader мультяшный шейдер (1): мультипликационная раскраска. URL: https://russianblogs.com/article/4312217817/
- Toony Colors Pro 2. URL: https://assetstore.unity.com/packages/vfx/shaders/toony-colors-pro-2-8105
- AutoCAD overview. URL: https://www.autodesk.ru/products/autocad/overview
- Make something Unreal . URL: https://www.unrealengine.com/en-US/unreal
- Встречайте Unity Gaming Services. URL: https://unity.com/ru
- The Freedom to Create. URL: https://www.blender.org/about/
- GODOT showcase. URL: https://godotengine.org/showcase
- Романюк О.Н., Романюк С.О., Піддубецька М.П. Аналіз методів анізотропної фільтрації. Вимірювальна та обчислювальна техніка в технологічних процесах. 2013. № 2. С.123-128
Copyright (c) 2021 Olexandr Drieiev, Bohdan Zhelesnya
Analysis of Computer Visualization Systems in Order to Algorithmize the Rationale for their Use
About the Authors
Olexandr Drieiev, Associate Professor, PhD in Technics (Candidate of Technics Sciences), Central Ukrainian National Technical University, Kropyvnytskyi, Ukraine, e-mail: drey.sanya@gmail.com, ORCID ID: 0000-0001-6951-2002
Bohdan Zhelesnya, student, Central Ukrainian National Technical University, Kropyvnytskyi, Ukraine, e-mail: bzeleznak@gmail.com
Abstract
Designing modern software involves the use of several frameworks. The framework reduces software development time. But frameworks have their own capabilities, disadvantages and advantages. The use of the framework also imposes certain architectural features on the project. Therefore, the engineer faces the intellectual task of creating a software architecture when you need to choose from an available set of frameworks and take into account the impact of these frameworks on the functioning of the system as a whole. The design result is an important step that has an impact on the success of the project. Therefore, this paper considers the problem of strengthening the objective component in the process of choosing a framework, namely the computer visualization system when creating a software architecture. As a result, a method for selecting a visualization system is proposed. This method is based on the analysis of tasks that are put forward in the visualization system, taking into account the requirements for the image to be built. On the basis of the formed tasks to the visualization system, the article synthesizes the requirements for the visualization systems. Also, according to experts, the importance of compliance with certain requirements is assessed. According to the characteristics of computer visualization systems and quantitative values, the evaluations provided by experts show the applicability of multicriterial optimization to separate the applicable visualization systems and choose the best one. In order to illustrate the choice of computer visualization system, the article uses an example of applying the method to a turn-based strategy game. The result is a method for selecting computer visualization systems, which is based on the created classifications of tasks facing the visualization system. The relationship between the purpose of the visualization system and the list of tasks that the visualization system must perform is shown. The paper identifies the stages that depend on subjective and objective factors. The results allow a structured approach to computer visualization systems in the software architecture design process.Keywords
Full Text:
PDFReferences
1. Skyba, O.P. (2019). Komp'iuterna hrafika [Computer Graphics]. Ternopil' : Ternopil's'kyj natsional'nyj tekhnichnyj universytet imeni Ivana Puliuia [in Ukrainian].
2. Matsenko, V.H. (2009). Komp'iuterna hrafika [Computer Graphics] . Chernivtsi: Ruta[in Ukrainian].
3. Novozhylova, M.V. & Myronenko, V.V. (2015). Komp'iuterna hrafika [Computer Graphics]. Part 1. Kh.: KhNUBA [in Ukrainian].
4. Bilukha, M. T. (2002). Metodolohiia naukovykh doslidzhen [Research methodology]. Kyiv: ABU [in Ukrainian].
5. Ehrgott, M. & Gandibleux, X. (2004). Approximative Solution Methods for Multiobjective Combinatorial Optimization . TOP. Sociedad de Estadística e Investigación Operativa. Part. 12. Vol. 1. [in English].
6. Michael Klappenbach Understanding and Optimizing Video Game Frame Rates // December 16, 2020. www.lifewire.com. Retrieved from https://www.lifewire.com/optimizing-video-game-frame-rates-811784 [in English].
7. Heroes Might of Magic 3; www.ubisoft.com. Retrieved from https://www.ubisoft.com/ru-ru/game/heroes-of-might-and-magic-3-hd [in English].
8. Kris Fadina Bol'shoe issledovanie pro svet v igrah [Chris Fadina A great study on lighting in games]. 10 avgusta 2020. cyber.sports.ru. Retrieved from https://cyber.sports.ru/tribuna/blogs/betterthansex /2812994.html [in Russian].
9. Ulutshennaja grafika s trassirovkoj luchej i DLSS [Improved graphics with ray tracing and DLSS]. www.nvidia.com. Retrieved from https://www.nvidia.com/ru-ru/geforce/rtx/ [in Russian].
10. Vladislav Mironovich. Chto takoe trassirovka luchej i nuzhna li ona nam v igrah [What is ray tracing and do we need it in games]. 01.05.2020. blog.allo.ua. Retrieved from https://blog.allo.ua/chto-takoe-trassirovka-luchej-i-nuzhna-li-ona-nam-v-igrah_2020-05-51/ [in Russian].
11. Unity Toon Shader mul'tjashnyj shejder (1): mul'tiplikacionnaja raskraska [Unity Toon Shader cartoon shader (1): cartoon coloring]. russianblogs.com. Retrieved from https://russianblogs.com /article/4312217817/ [in Russian].
12. Toony Colors Pro 2. assetstore.unity.com. Retrieved from https://assetstore.unity.com/packages/vfx /shaders/toony-colors-pro-2-8105 [in English].
13. AutoCAD overview. www.autodesk.ru. Retrieved from https://www.autodesk.ru/products /autocad/overview [in English].
14. Make something Unreal. www.unrealengine.com. Retrieved from https://www.unrealengine.com/en-US/unreal [in English].
15. Vstrechajte Unity Gaming Services [Meet Unity Gaming Services]. unity.com. Retrieved from https://unity.com/ru [in Russian].
16. The Freedom to Create . www.blender.org. Retrieved from https://www.blender.org/about/ [in English].
17. GODOT showcase . godotengine.org. Retrieved from https://godotengine.org/showcase [in English].
18. Romaniuk, O.N. & Romaniuk, S.O. & Piddubets'ka, M.P. (2013). Analiz metodiv anizotropnoi fil'tratsii [Analysis of anisotropic filtration methods]. Vymiriuval'na ta obchysliuval'na tekhnika v tekhnolohichnykh protsesakh – Measuring and computing devices in technological processes, 2, 123-128 [in Ukrainian].
Citations
- Комп’ютерна графіка : конспект лекцій для студентів усіх форм навчання спеціальностей 122 «Комп’ютерні науки» та 123 «Комп’ютерна інженерія» з курсу «Комп’ютерна графіка» / Укладач: Скиба О.П. Тернопіль : Тернопільський національний технічний університет імені Івана Пулюя, 2019. 88 с
- Маценко В.Г. Комп’ютерна графіка: навч. посіб. Чернівці: Рута, 2009 . 343 с. ISBN 966-568-846-4
- Новожилова М.В., Мироненко В.В. Комп’ютерна графіка. Ч.1: навч.-метод. посіб. Х.: ХНУБА, 2015. 60 с.
- Білуха М. Т. Методологія наукових досліджень: підруч. К.: АБУ, 2002. 480 с.
- M. Ehrgott and X. Gandibleux. Approximative Solution Methods for Multiobjective Combinatorial Optimization . TOP. Sociedad de Estadística e Investigación Operativa. 2004. Т. 12, вип. 1.
- Michael Klappenbach Understanding and Optimizing Video Game Frame Rates // December 16, 2020. URL: https://www.lifewire.com/optimizing-video-game-frame-rates-811784
- Heroes Might of Magic 3. URL: https://www.ubisoft.com/ru-ru/game/heroes-of-might-and-magic-3-hd
- Крис Фадина Большое исследование про свет в играх // 10 августа 2020. URL: https://cyber.sports.ru/tribuna/blogs/betterthansex/2812994.html
- Улутшенная графика с трассировкой лучей и DLSS. URL: https://www.nvidia.com/ru-ru/geforce/rtx/
- Владислав Миронович. Что такое трассировка лучей и нужна ли она нам в играх . URL: https://blog.allo.ua/chto-takoe-trassirovka-luchej-i-nuzhna-li-ona-nam-v-igrah_2020-05-51/
- Unity Toon Shader мультяшный шейдер (1): мультипликационная раскраска. URL: https://russianblogs.com/article/4312217817/
- Toony Colors Pro 2. URL: https://assetstore.unity.com/packages/vfx/shaders/toony-colors-pro-2-8105
- AutoCAD overview. URL: https://www.autodesk.ru/products/autocad/overview
- Make something Unreal . URL: https://www.unrealengine.com/en-US/unreal
- Встречайте Unity Gaming Services. URL: https://unity.com/ru
- The Freedom to Create. URL: https://www.blender.org/about/
- GODOT showcase. URL: https://godotengine.org/showcase
- Романюк О.Н., Романюк С.О., Піддубецька М.П. Аналіз методів анізотропної фільтрації. Вимірювальна та обчислювальна техніка в технологічних процесах. 2013. № 2. С.123-128