{"title":"An Efficiency Method for Visual Scene Building","authors":"Hailing Wang, J. Zhang","doi":"10.1109/ICICSE.2008.31","DOIUrl":null,"url":null,"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.","PeriodicalId":333889,"journal":{"name":"2008 International Conference on Internet Computing in Science and Engineering","volume":"7 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2008-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2008 International Conference on Internet Computing in Science and Engineering","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICICSE.2008.31","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
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.