DocumentCode
1928869
Title
An Efficiency Method for Visual Scene Building
Author
Wang, Hailing ; Zhang, Jing
Author_Institution
Coll. of Comput. Sci. & Technol., Harbin Eng. Univ., Harbin
fYear
2008
fDate
28-29 Jan. 2008
Firstpage
128
Lastpage
131
Abstract
This paper put forward a concept and method for representing and modeling game scene based on dream of the red chamber in 3DS MAX. The scene is essential objects of virtual games, which serve as role for integrated, handsome information. Existing concepts for the representation of scene are restricted to computer performance such as complex and massive models. The presented unifies the representation of model sets of scene, which occur in most virtual game scene. In our method, the search main on three parts: structure optimization, model optimization, scene optimization.The scene is structured on a basis: close shot and perspective, for the perspective, to specify the appearance projective textures across model. Application-specific data can be associated similar to appearance information.
Keywords
computer games; computer graphics; optimisation; 3DS MAX; model optimization; scene optimizaton; structure optimization; virtual game scene modelling; visual scene building; Building materials; Computational modeling; Computer graphics; Computer performance; Computer science; Data acquisition; Internet; Layout; Optimization methods; Vegetation mapping; 3D scene; model optimization; modeling; structure optimization;
fLanguage
English
Publisher
ieee
Conference_Titel
Internet Computing in Science and Engineering, 2008. ICICSE '08. International Conference on
Conference_Location
Harbin
Print_ISBN
978-0-7695-3112-0
Electronic_ISBN
978-0-7695-3112-0
Type
conf
DOI
10.1109/ICICSE.2008.31
Filename
4548247
Link To Document