GoThrough:一个使用门户创建和可视化不可能的3D世界的工具

Luca Silva, Lucas Valença, Arlindo Gómes, L. Figueiredo, V. Teichrieb
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引用次数: 1

摘要

传送门通常用于电子游戏中(游戏邦注:如《传送门》、《Antichamber》和经典的《Asteroids》)。在这项工作中,我们介绍了GoThrough,这是一种工具,使用户几乎没有以前的知识,可以在Unity游戏引擎中为3D场景添加革命性的门户。我们将现有文献映射到门户网站中,包括学术著作和网络资源,以及娱乐用途。然后,我们将介绍一种在几何和呈现方面健壮地工作门户的方法,并探讨常见的陷阱(以及如何处理它们)。该工具可以在各种示例场景中工作,并且已经对性能进行了定量评估,在各种场景中提供实时性能。还进行了用户测试,以便对GoThrough进行定性分析。SUS得分为87.5,我们得出的结论是,GoThrough足够直观,非专家也可以使用,使创建不可能的3D世界的过程变得不那么麻烦。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
GoThrough: a Tool for Creating and Visualizing Impossible 3D Worlds Using Portals
Portals are commonly used in video games (e.g., games like Portal, Antichamber, and the classic Asteroids). In this work we introduce GoThrough, a tool that enables users with little to no previous knowledge to add transformative portals to 3D scenes in the Unity game engine. We map the existing literature in portals, both in terms of academic works and web resources, as well as entertainment usages. Then, we introduce an approach for portals to work robustly both in terms of geometry and rendering, and explore common pitfalls (as well as how to handle them). The tool is shown to work in a variety of example scenarios, and has been evaluated quantitatively for performance, providing real-time performance in a variety of scenarios. User tests have also been conducted in order to analyse GoThrough qualitatively. With a SUS score of 87.5, we concluded that GoThrough is intuitive enough to be used by non-experts, making the process of creating impossible 3D worlds much less cumbersome.
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