Design and Performance Evaluation of Soft 3D Models using Metaball in Unreal Engine 4




Soft 3D Models, Slime, Unreal Engine 4, Metaball, Performance Evaluation


Soft 3D models such as Slime need to use a variety of different animations in the same situation in order to show a natural dynamic appearance. Metaball can express soft objects well with a small amount of data, but it requires a lot of computation time for real-time rendering. Because of this, it is difficult to find models using Metaball in 3D games. This paper developed a 3D slime game character using Metaball by applying ray marching technique in Unreal Engine 4. In addition, 3D games including slime characters and general fixed game character models were produced and the performance of it were evaluated. Even if the number of slime characters is changed from 0 to 40, it has been verified that the rendering speed is maintained at 30 FPS (Frames Per Second) or more, so that the game can be played.


Download data is not yet available.

Author Biography

Youngsik Kim, Dept. of Game and Multimedia Engineering, Tech University of Korea, Republic of Korea

Youngsik Kim received the B.S., M.S., and Ph.D degree in Dept. Computer Science from the Yonsei University, Korea, in 1993, 1995, and 1999 respectively. He had worked for System LSI, Samsung Electronics Co. Ltd from Aug. 1999 to Feb. 2005 as a senior engineer. Since March 2005 he has been working for Dept. of Game & Multimedia Engineering in Tech University of Korea. His research interests are in 3D Graphics and Multimedia Architectures, Game Programming, and SOC designs.


Eun Seok Kim, Jay Jeong Kim, “MetaCube : A New Skeletal Element for Modeling Informal Objects” , Journal of KIISE : Computer Systems and Theory 27(4), 353–361 (9 pages), 2000.4.

M.K. Park, E.T. Lee, “Modeling with Implicit Surface”, ETRI Electronics and Telecommunications Trends, Vol. 13, No. 3, 53–60 (7 pages), 1998.6.

Jay Jeong Kim, “A Study on an Automatic Description of Volumetric Objects using Metaballs”, Korea Science and Engineering Foundation, 961-9010-057-1, 1997.2.

En Suk Kim, Jay Jeong Kim, “A new field function for improvement of modeling capability and a fast ray tracing algorithm in metaball modeling”, The Korean Institute of Information Scientists and Engineers collection of academic papers, 23(1A), 739–742 (4 pages), 1996.4.

Jin-Youl Kim, Hyeong-Gyun Kim, “Volume Rendering by Improved Ray Casting” , Korea Multimedia Society collection of academic papers, 464–467 (4 pages), 2003.5.

Sukhyun Lim, Ju-Hwan Kim, Byeong-Seok Shin, “Volume Ray Casting Acceleration Using Modified Marching Cubes Tables” , The Korean Institute of Information Scientists and Engineers collection of academic papers, 35(2A), 217–218 (2 pages), 2008.10.

Blinn, J. F., “A Generalization of Algebraic Surface Drawing,” ACM Transactions on Graphics, Vol. 1, No. 3, pp. 235–256 (21 pages), July 1982.

Nishimura, H., Hirai, M., Kawai, T., Kawata, T., Shirakawa, I. and Omura, K., “Object Modeling by Distribution Function and a Method of Image Generation,” Trans. IEICE Japan, Vol. J68-D, No. 4, pp. 718–725 (7 pages), 1986.

Wyvill, G., MacPheeters, G. and Wyvill, B., “Data Structure for Soft Objects,” SIGGRAPH ’93 Course Notes, Vol. 25, pp. 227–234 (7 pages), August 1993.

Bong-Jun Kim, Jeong-Mo Hong , “Interaction fluid and deformation model based mass-spring” , Korea Computer Graphics Society academic conference, 65–66 (2 pages), 2014.7

Unreal Engine 4 in






Multimedia Data and Applications on the Next Generation Communication