{"title":"新力量,新问题:电子游戏行业对现实主义的认识","authors":"Glenn Entis","doi":"10.1145/1377980.1377982","DOIUrl":null,"url":null,"abstract":"In the past, the videogame industry didn’t have to worry about “photorealism” – game platforms just didn’t have the power to deliver highly realistic imagery, so there was no practical need for that particular debate. Now, the debate is on – game platforms are more powerful, game imagery is narrowing the gap with pre-rendered imagery, and “photorealism” (or some version of it) is a possibility sometimes an appropriate possibility, sometimes merely seductive, but always a part of the discussion.","PeriodicalId":204343,"journal":{"name":"International Symposium on Non-Photorealistic Animation and Rendering","volume":"37 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2008-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"New power, new problems: what the videogames industry is learning about realism\",\"authors\":\"Glenn Entis\",\"doi\":\"10.1145/1377980.1377982\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In the past, the videogame industry didn’t have to worry about “photorealism” – game platforms just didn’t have the power to deliver highly realistic imagery, so there was no practical need for that particular debate. Now, the debate is on – game platforms are more powerful, game imagery is narrowing the gap with pre-rendered imagery, and “photorealism” (or some version of it) is a possibility sometimes an appropriate possibility, sometimes merely seductive, but always a part of the discussion.\",\"PeriodicalId\":204343,\"journal\":{\"name\":\"International Symposium on Non-Photorealistic Animation and Rendering\",\"volume\":\"37 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2008-06-09\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Symposium on Non-Photorealistic Animation and Rendering\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1377980.1377982\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Symposium on Non-Photorealistic Animation and Rendering","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1377980.1377982","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
New power, new problems: what the videogames industry is learning about realism
In the past, the videogame industry didn’t have to worry about “photorealism” – game platforms just didn’t have the power to deliver highly realistic imagery, so there was no practical need for that particular debate. Now, the debate is on – game platforms are more powerful, game imagery is narrowing the gap with pre-rendered imagery, and “photorealism” (or some version of it) is a possibility sometimes an appropriate possibility, sometimes merely seductive, but always a part of the discussion.