Abstract | ||
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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... |
Year | DOI | Venue |
---|---|---|
2016 | 10.1109/TVCG.2015.2507584 | IEEE Transactions on Visualization and Computer Graphics |
Keywords | Field | DocType |
Games,Navigation,Computational modeling,Solid modeling,Computers,Cameras,Geometry | Computer vision,Computer graphics (images),Computer science,Impossibility,Artificial intelligence,Solid modeling,Axonometric projection,Rendering (computer graphics),Perception,Impossible object | Journal |
Volume | Issue | ISSN |
22 | 10 | 1077-2626 |
Citations | PageRank | References |
1 | 0.36 | 10 |
Authors | ||
5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Chi-Fu William Lai | 1 | 1 | 0.36 |
Sai Kit Yeung | 2 | 60 | 4.97 |
xiaoqi yan | 3 | 5 | 1.82 |
Chi-Wing Fu | 4 | 1244 | 93.30 |
Chi-Keung Tang | 5 | 2400 | 143.41 |