The science of shape: revolutionizing graphics and vision with the third dimension

J. Solomon
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引用次数: 1

Abstract

Almost any popular computer game that has been released recently draws complex three-dimensional figures as part of ordinary game play. From Warcraft's moving figures to the complex but less mobile realism of Riven or Uru, computer games display and produce shapes on the fly depending on user input. Often, the more realistic (and more complicated) the shapes, the more believable the game. For that reason, significant research has focused on the science of shape, from its generation, to its visualization and analysis.
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形状科学:用第三维度革新图形和视觉
几乎所有最近发布的流行电脑游戏都将复杂的三维图形作为普通游戏玩法的一部分。从《魔兽争霸》的移动人物到《Riven》或《Uru》的复杂但不那么移动的现实主义,电脑游戏根据用户输入动态显示和生成形状。通常情况下,形状越逼真(也越复杂),游戏就越可信。因此,重要的研究集中在形状科学上,从它的产生,到它的可视化和分析。
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