{"title":"形状科学:用第三维度革新图形和视觉","authors":"J. Solomon","doi":"10.1145/1315325.1315335","DOIUrl":null,"url":null,"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.","PeriodicalId":429016,"journal":{"name":"ACM Crossroads","volume":"24 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"The science of shape: revolutionizing graphics and vision with the third dimension\",\"authors\":\"J. Solomon\",\"doi\":\"10.1145/1315325.1315335\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":429016,\"journal\":{\"name\":\"ACM Crossroads\",\"volume\":\"24 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2007-06-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM Crossroads\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1315325.1315335\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM Crossroads","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1315325.1315335","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The science of shape: revolutionizing graphics and vision with the third dimension
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.