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Tile-based ambiguous modeling

Published: 05 August 2007 Publication History

Abstract

Two-dimensional (2D) computer graphics, while suitable for depicting 2D structures, are often used in computer games to present three-dimensional (3D) structures. Figure 1 shows an example of a game displayed in a 2D overhead format. The overhead view is an unrealistic expression without 3D geometry data, yet it is possible to perceive a rough 3D structure. In this study, a tile-based scheme for a more intuitive expression of 3D structures using 2D overhead graphics is presented. The scheme converts a conceptual structure designed in 2D overhead view into a 3D expression.

References

[1]
Fujiki, J., Ushiama, T., and Tomimatsu, K. 2006. A view-oriented interface for block-based modeling. In SIGGRAPH '06: ACM SIGGRAPH 2006 Sketches, ACM Press, New York, NY, USA, 164.
[2]
Rademacher, P. 1999. View-dependent geometry. In SIGGRAPH '99: Proceedings of the 26th annual conference on Computer graphics and interactive techniques, ACM Press/Addison-Wesley Publishing Co., New York, NY, USA, 439--446.
  1. Tile-based ambiguous modeling

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    cover image ACM Conferences
    SIGGRAPH '07: ACM SIGGRAPH 2007 posters
    August 2007
    197 pages
    ISBN:9781450318280
    DOI:10.1145/1280720
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    Published: 05 August 2007

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