3D Navigation on Impossible Figures via Dynamically Reconfigurable Maze

Previous research on impossible figures focuses extensively on single view modeling and rendering. Existing computer games that employ impossible figures as navigation maze for gaming either use a fixed third-person view with axonometric projection to retain the figure's impossibility perceptio...

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Veröffentlicht in:IEEE transactions on visualization and computer graphics. - 1996. - 22(2016), 10 vom: 18. Okt., Seite 2275-2288
1. Verfasser: Lai, Chi-Fu William (VerfasserIn)
Weitere Verfasser: Yeung, Sai-Kit, Yan, Xiaoqi, Fu, Chi-Wing, Tang, Chi-Keung
Format: Online-Aufsatz
Sprache:English
Veröffentlicht: 2016
Zugriff auf das übergeordnete Werk:IEEE transactions on visualization and computer graphics
Schlagworte:Journal Article
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520 |a Previous research on impossible figures focuses extensively on single view modeling and rendering. Existing computer games that employ impossible figures as navigation maze for gaming either use a fixed third-person view with axonometric projection to retain the figure's impossibility perception, or simply break the figure's impossibility upon view changes. In this paper, we present a new approach towards 3D gaming with impossible figures, delivering for the first time navigation in 3D mazes constructed from impossible figures. Such result cannot be achieved by previous research work in modeling impossible figures. To deliver seamless gaming navigation and interaction, we propose i) a set of guiding principles for bringing out subtle perceptions and ii) a novel computational approach to construct 3D structures from impossible figure images and then to dynamically construct the impossible-figure maze subjected to user's view. In the end, we demonstrate and discuss our method with a variety of generic maze types 
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700 1 |a Yan, Xiaoqi  |e verfasserin  |4 aut 
700 1 |a Fu, Chi-Wing  |e verfasserin  |4 aut 
700 1 |a Tang, Chi-Keung  |e verfasserin  |4 aut 
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