电子竞技作为计算机图形学的驱动问题

Benjamin Watson, J. Spjut, Caitlin McGee, Amine Issa, Wayne Mackey
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引用次数: 0

摘要

电子竞技是一种日益增长的全球现象,现在可以与传统体育相媲美,它深深依赖于实时图形技术。尽管如此,SIGGRAPH研究团体在很大程度上忽略了它。这个小组汇集了工程、医学以及认知和数据科学领域的电子竞技专家,他们认为这种情况必须改变。和电影一样,电子竞技对计算机图形学来说也是一个重要的问题,并且可能会产生不仅有利于电子竞技,而且更广泛地有利于社会的技术和技术。通过一系列主持人和观众的问题,该小组将概述研究挑战和电子竞技的潜在好处,同时也考虑其风险。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Esports as a Driving Problem in Computer Graphics
Esports is a growing worldwide phenomenon now rivaling traditional sports, with a deep dependence on real-time graphics technology. Despite this, the SIGGRAPH research community has largely ignored it. This panel brings together esports experts in engineering, medicine as well as cognitive and data science to argue that this must change. Like film, esports is an important problem for computer graphics, and could give rise to technologies and techniques benefitting not only esports, but society more broadly. With a series of moderated and audience questions, this panel will sketch the research challenges and potential benefits of esports, while also considering its risks.
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