{"title":"基于游戏引擎的三维模型动态射孔仿真","authors":"Wenfeng Hu, Taobo Gao, Yue Li","doi":"10.1109/ICIS.2018.8466541","DOIUrl":null,"url":null,"abstract":"3D model cutting is a classic problem in computer graphics. There are many cutting algorithms in the fields of engineering, medicine, architecture, education and games. Perforation is a special cutting problem. In many video games, there are such requirements that 3D game objects are punched at any positions and any angles at running time. This paper purposes a dynamic and efficient perforation algorithm which can apply to the 3D objects in video games.","PeriodicalId":447019,"journal":{"name":"2018 IEEE/ACIS 17th International Conference on Computer and Information Science (ICIS)","volume":"50 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"3D Model Dynamic Perforation Simulation Based on Game Engine\",\"authors\":\"Wenfeng Hu, Taobo Gao, Yue Li\",\"doi\":\"10.1109/ICIS.2018.8466541\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"3D model cutting is a classic problem in computer graphics. There are many cutting algorithms in the fields of engineering, medicine, architecture, education and games. Perforation is a special cutting problem. In many video games, there are such requirements that 3D game objects are punched at any positions and any angles at running time. This paper purposes a dynamic and efficient perforation algorithm which can apply to the 3D objects in video games.\",\"PeriodicalId\":447019,\"journal\":{\"name\":\"2018 IEEE/ACIS 17th International Conference on Computer and Information Science (ICIS)\",\"volume\":\"50 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-06-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2018 IEEE/ACIS 17th International Conference on Computer and Information Science (ICIS)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICIS.2018.8466541\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 IEEE/ACIS 17th International Conference on Computer and Information Science (ICIS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICIS.2018.8466541","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
3D Model Dynamic Perforation Simulation Based on Game Engine
3D model cutting is a classic problem in computer graphics. There are many cutting algorithms in the fields of engineering, medicine, architecture, education and games. Perforation is a special cutting problem. In many video games, there are such requirements that 3D game objects are punched at any positions and any angles at running time. This paper purposes a dynamic and efficient perforation algorithm which can apply to the 3D objects in video games.