An Efficiency Method for Visual Scene Building

Hailing Wang, J. Zhang
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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.
一种高效的视觉场景构建方法
本文提出了一种在3DS MAX中基于《红楼梦》的游戏场景表示和建模的概念和方法。场景是虚拟游戏的基本对象,是信息整合、信息美观的载体。现有的场景表示概念仅限于计算机性能,如复杂和海量的模型。该方法统一了虚拟游戏场景中常见的场景模型集的表示。在我们的方法中,搜索主要包括三个部分:结构优化、模型优化、场景优化。场景的结构基础是:近景和透视图,对于透视图,来指定模型的外观投影纹理。特定于应用程序的数据可以与外观信息相关联。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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