Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithm
Autor(a) principal: | |
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Data de Publicação: | 2016 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Journal on Interactive Systems |
Texto Completo: | https://sol.sbc.org.br/journals/index.php/jis/article/view/666 |
Resumo: | This paper introduces a tool to semi-automatically generate meta-data from game sprite sheets. MuSSE is a tool developed to extract XML data from sprite sheet images with non-uniform – multi-sized – sprites. MuSSE (Multi-sized Sprite Sheet meta-data Exporter) is based on a Blob detection algorithm that incorporates a connected-component labeling system. Hence, blobs of arbitrary size can be extracted by adjusting component connectivity parameters. This image detection algorithm defines boundary blobs for each individual sprite in a sprite sheet. Every specific blob defines a sprite characteristic within the sheet: position, name and size, which allows for subsequent data specification for each blob/image. Those blobs are carefully optimized through an imbued threshold selection. This work also presents a parser to organize these meta-data into a readable solution for game engines. The parser is built to read XML metadata generated through MuSSE and allow developers to set up game objects that can be used by an engine. Several examples on real images illustrate the performance of the proposed algorithm and working tool. |
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Journal on Interactive Systems |
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Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithmThis paper introduces a tool to semi-automatically generate meta-data from game sprite sheets. MuSSE is a tool developed to extract XML data from sprite sheet images with non-uniform – multi-sized – sprites. MuSSE (Multi-sized Sprite Sheet meta-data Exporter) is based on a Blob detection algorithm that incorporates a connected-component labeling system. Hence, blobs of arbitrary size can be extracted by adjusting component connectivity parameters. This image detection algorithm defines boundary blobs for each individual sprite in a sprite sheet. Every specific blob defines a sprite characteristic within the sheet: position, name and size, which allows for subsequent data specification for each blob/image. Those blobs are carefully optimized through an imbued threshold selection. This work also presents a parser to organize these meta-data into a readable solution for game engines. The parser is built to read XML metadata generated through MuSSE and allow developers to set up game objects that can be used by an engine. Several examples on real images illustrate the performance of the proposed algorithm and working tool.Nenhum resumo disponívelBrazilian Computer Society2016-11-18info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/66610.5753/jis.2016.666Journal of Interactive Systems; v. 7 n. 1 (2016)Journal on Interactive Systems; Vol. 7 No. 1 (2016)2763-7719reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/666/661Barbosa, Marcelo de BarrosBarbosa, CecíliaBarbosa, Andréinfo:eu-repo/semantics/openAccess2020-09-05T16:09:10Zoai:ojs2.sol.sbc.org.br:article/666Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2020-09-05T16:09:10Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false |
dc.title.none.fl_str_mv |
Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithm |
title |
Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithm |
spellingShingle |
Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithm Barbosa, Marcelo de Barros |
title_short |
Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithm |
title_full |
Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithm |
title_fullStr |
Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithm |
title_full_unstemmed |
Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithm |
title_sort |
Proposing a practical approach to extract and read XML meta-data from sprite sheets using Blob detection algorithm |
author |
Barbosa, Marcelo de Barros |
author_facet |
Barbosa, Marcelo de Barros Barbosa, Cecília Barbosa, André |
author_role |
author |
author2 |
Barbosa, Cecília Barbosa, André |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
Barbosa, Marcelo de Barros Barbosa, Cecília Barbosa, André |
description |
This paper introduces a tool to semi-automatically generate meta-data from game sprite sheets. MuSSE is a tool developed to extract XML data from sprite sheet images with non-uniform – multi-sized – sprites. MuSSE (Multi-sized Sprite Sheet meta-data Exporter) is based on a Blob detection algorithm that incorporates a connected-component labeling system. Hence, blobs of arbitrary size can be extracted by adjusting component connectivity parameters. This image detection algorithm defines boundary blobs for each individual sprite in a sprite sheet. Every specific blob defines a sprite characteristic within the sheet: position, name and size, which allows for subsequent data specification for each blob/image. Those blobs are carefully optimized through an imbued threshold selection. This work also presents a parser to organize these meta-data into a readable solution for game engines. The parser is built to read XML metadata generated through MuSSE and allow developers to set up game objects that can be used by an engine. Several examples on real images illustrate the performance of the proposed algorithm and working tool. |
publishDate |
2016 |
dc.date.none.fl_str_mv |
2016-11-18 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://sol.sbc.org.br/journals/index.php/jis/article/view/666 10.5753/jis.2016.666 |
url |
https://sol.sbc.org.br/journals/index.php/jis/article/view/666 |
identifier_str_mv |
10.5753/jis.2016.666 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
https://sol.sbc.org.br/journals/index.php/jis/article/view/666/661 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Brazilian Computer Society |
publisher.none.fl_str_mv |
Brazilian Computer Society |
dc.source.none.fl_str_mv |
Journal of Interactive Systems; v. 7 n. 1 (2016) Journal on Interactive Systems; Vol. 7 No. 1 (2016) 2763-7719 reponame:Journal on Interactive Systems instname:Sociedade Brasileira de Computação (SBC) instacron:SBC |
instname_str |
Sociedade Brasileira de Computação (SBC) |
instacron_str |
SBC |
institution |
SBC |
reponame_str |
Journal on Interactive Systems |
collection |
Journal on Interactive Systems |
repository.name.fl_str_mv |
Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC) |
repository.mail.fl_str_mv |
jis@sbc.org.br |
_version_ |
1796797410987474944 |