“Tile-based ambiguous modeling” by Terai, Fujiki, Tsuruno and Tomimatsu

  • ©Maki Terai, Jun Fujiki, Reiji Tsuruno, and Kiyoshi Tomimatsu

  • ©Maki Terai, Jun Fujiki, Reiji Tsuruno, and Kiyoshi Tomimatsu




    Tile-based ambiguous modeling



    Two-dimensional (2D) computer graphics, while suitable for depicting 2D structures, are often used in computer games to present three-dimensional (3D) structures. Figure 1 shows an example of a game displayed in a 2D overhead format. The overhead view is an unrealistic expression without 3D geometry data, yet it is possible to perceive a rough 3D structure. In this study, a tile-based scheme for a more intuitive expression of 3D structures using 2D overhead graphics is presented. The scheme converts a conceptual structure designed in 2D overhead view into a 3D expression.


    1. Fujiki, J., Ushiama, T., and Tomimatsu, K. 2006. A view-oriented interface for block-based modeling. In SIGGRAPH ’06: ACM SIGGRAPH 2006 Sketches, ACM Press, New York, NY, USA, 164.
    2. Rademacher, P. 1999. View-dependent geometry. In SIGGRAPH ’99: Proceedings of the 26th annual conference on Computer graphics and interactive techniques, ACM Press/Addison-Wesley Publishing Co., New York, NY, USA, 439–446.

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