Abstract
Many computer games are based on ”overhead” two-dimensional (2D) computer graphics which are suitable for displaying planar figure. However, in such graphical engines, three-dimensional (3D) structures are also presented in 2D. In the overhead view, the width of a shape is displayed by a horizontal line, and the height and depth are expressed as a vertical line. Such an expression in not realistic, but is intuitively recognizable, particularly in computer games. In this system, 3D geometry data recognizable by the user is generated from tiles placed on a canvas. The geometric shape created by the system can be viewed from an arbitrary angle by a gradual warping of the geometry, without the user being aware of the conversion to the 3D expression.
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© 2007 Springer-Verlag Berlin Heidelberg
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Terai, M., Fujiki, J., Tsuruno, R., Tomimatsu, K. (2007). Magical Tile. In: Butz, A., Fisher, B., Krüger, A., Olivier, P., Owada, S. (eds) Smart Graphics. SG 2007. Lecture Notes in Computer Science, vol 4569. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-73214-3_27
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DOI: https://doi.org/10.1007/978-3-540-73214-3_27
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-73213-6
Online ISBN: 978-3-540-73214-3
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