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A Camera Engine for Computer Games: Managing the Trade-Off Between Constraint Satisfaction and Frame Coherence
(Blackwell Publishers Ltd and the Eurographics Association, 2001)
Many computer games treat the user in the "1st person" and bind the camera to his or her view. More sophistication in a game can be achieved by enabling the camera to leave the users' viewpoint. This, however, requires new ...
Walk-Through Illustrations: Frame-Coherent Pen-and-Ink Style in a Game Engine
(Blackwell Publishers Ltd and the Eurographics Association, 2001)
In this paper we show how a game engine designed to generate photorealistic images can be extended to produce non-photorealistic and hybrid renditions. We introduce new hardware-based methods to accomplish pen-and-ink ...
Guided Exploration with Dynamic Potential Fields: the Cubical Path System
(Blackwell Publishers Ltd and the Eurographics Association, 2001)
Exploring unknown models or scenes is a highly interactive and dynamic process. Systems for automatic presentation of models or scenes either require cinematographic rules, direct human interaction, framesets, or pre-calculation ...