3D Navigation on Impossible Figures via Dynamically Reconfigurable Maze
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AbstractPrevious 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.
Acceptance Date30/11/2015
All Author(s) ListLai C.-F.W., Yeung S.-K., Yan X., Fu C.-W., Tang C.-K.
Journal nameIEEE Transactions on Visualization and Computer Graphics
Year2016
Month10
Day1
Volume Number22
Issue Number10
PublisherInstitute of Electrical and Electronics Engineers
Place of PublicationUnited States
Pages2275 - 2288
ISSN1077-2626
eISSN1941-0506
LanguagesEnglish-United Kingdom
KeywordsComputational geometry and object modeling, dynamic and procedural modeling, game, impossible figure

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