Tile-Based Modeling and Rendering

  • Authors:
  • Maki Terai;Jun Fujiki;Reiji Tsuruno;Kiyoshi Tomimatsu

  • Affiliations:
  • School of Design, Kyushu University, 4-9-1 Shiobaru, Minami-ku, Fukuoka, 815-8540, Japan;Graduate School of Design, Kyushu University,4-9-1 Shiobaru, Minami-ku, Fukuoka, 815-8540, Japan;Faculty of Design, Kyushu University,4-9-1 Shiobaru, Minami-ku, Fukuoka, 815-8540, Japan;Faculty of Design, Kyushu University,4-9-1 Shiobaru, Minami-ku, Fukuoka, 815-8540, Japan

  • Venue:
  • SG '07 Proceedings of the 8th international symposium on Smart Graphics
  • Year:
  • 2007

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Abstract

Generally, 2D computer graphics are suitable for depicting 2D structures. However, computer games generally depict 3D structures using 2D computer graphics. We are interested in such expression. As the overhead view has no 3D geometry data, a mechanism 3D geometry data from the overhead view is proposed. In addition, a tile-based technique for seamless conversion of a two-dimensional graphical expression into a three-dimensional geometric shape is proposed. In the proposed approach, an overhead 2D view defined by tiles on a canvas is converted into groups of 3D forms automatically and distorted according to an arbitrary viewing angle.The derivation and algorithm of the scheme are presented, and example applications are shown.