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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Main Authors: Lai, Chi-Fu William, Yeung, Sai-Kit, Yan, Xiaoqi, Fu, Chi-Wing, Tang, Chi-Keung
Other Authors: School of Computer Science and Engineering
Format: Article
Language:English
Published: 2016
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Online Access:https://hdl.handle.net/10356/84536
http://hdl.handle.net/10220/41862
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-845362020-03-07T11:48:57Z 3D Navigation on Impossible Figures via Dynamically Reconfigurable Maze Lai, Chi-Fu William Yeung, Sai-Kit Yan, Xiaoqi Fu, Chi-Wing Tang, Chi-Keung School of Computer Science and Engineering Dynamic and procedural modeling Computational geometry and object modeling 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. Accepted version 2016-12-15T05:46:01Z 2019-12-06T15:46:45Z 2016-12-15T05:46:01Z 2019-12-06T15:46:45Z 2016 Journal Article Lai, C. -F. W., Yeung, S. -K., Yan, X., Fu, C. -W., & Tang, C. -K. (2016). 3D Navigation on Impossible Figures via Dynamically Reconfigurable Maze. IEEE Transactions on Visualization and Computer Graphics, 22(10), 2275-2288. 1077-2626 https://hdl.handle.net/10356/84536 http://hdl.handle.net/10220/41862 10.1109/TVCG.2015.2507584 en IEEE Transactions on Visualization and Computer Graphics © 2015 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. The published version is available at: [http://dx.doi.org/10.1109/TVCG.2015.2507584]. 14 p. application/pdf
institution Nanyang Technological University
building NTU Library
country Singapore
collection DR-NTU
language English
topic Dynamic and procedural modeling
Computational geometry and object modeling
spellingShingle Dynamic and procedural modeling
Computational geometry and object modeling
Lai, Chi-Fu William
Yeung, Sai-Kit
Yan, Xiaoqi
Fu, Chi-Wing
Tang, Chi-Keung
3D Navigation on Impossible Figures via Dynamically Reconfigurable Maze
description 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.
author2 School of Computer Science and Engineering
author_facet School of Computer Science and Engineering
Lai, Chi-Fu William
Yeung, Sai-Kit
Yan, Xiaoqi
Fu, Chi-Wing
Tang, Chi-Keung
format Article
author Lai, Chi-Fu William
Yeung, Sai-Kit
Yan, Xiaoqi
Fu, Chi-Wing
Tang, Chi-Keung
author_sort Lai, Chi-Fu William
title 3D Navigation on Impossible Figures via Dynamically Reconfigurable Maze
title_short 3D Navigation on Impossible Figures via Dynamically Reconfigurable Maze
title_full 3D Navigation on Impossible Figures via Dynamically Reconfigurable Maze
title_fullStr 3D Navigation on Impossible Figures via Dynamically Reconfigurable Maze
title_full_unstemmed 3D Navigation on Impossible Figures via Dynamically Reconfigurable Maze
title_sort 3d navigation on impossible figures via dynamically reconfigurable maze
publishDate 2016
url https://hdl.handle.net/10356/84536
http://hdl.handle.net/10220/41862
_version_ 1681040918212247552