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

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

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Title:

    Tile-based field modeling

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Abstract:


    This paper presents a 2D tile-based interface for making RPG-like field map consists of field and several style houses. We treat simple 3D objects as cuberille structure with sets of cubic tiles in 2D user interface operation. 2D is suitable for depicting 2D structures, and 3D structures can be perceived from such depictions. We define such 2D depictions as overhead views. Figure 1(Left) is an example of an overhead view. In this figure, the shape of houses can be perceived from the overhead view. The shape of the roof appears to be a triangular prism. Terai et al.[Terai et al. 2007] proposed a tile-based modeling system that generates a 3D structure from an overhead view, however their system cannot generate prismatic shapes. In the present paper, we propose an algorithm that generates prismatic shapes from overhead views. Figure 1(Right) shows the results obtained using the proposed method. We confirmed the ability to generate prismatic shapes using the proposed method in a tile-based modeling system.

References:


    1. 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.
    2. Terai, M., Fujiki, J., Tsuruno, R., and Tomimatsu, K. 2007. Tile-based modeling and rendering. In Smart Graphics, 158–163.


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