dc.contributor.author |
Mavrogeorgi, N |
en |
dc.contributor.author |
Christodoulou, Y |
en |
dc.date.accessioned |
2014-03-01T02:51:19Z |
|
dc.date.available |
2014-03-01T02:51:19Z |
|
dc.date.issued |
2008 |
en |
dc.identifier.uri |
https://dspace.lib.ntua.gr/xmlui/handle/123456789/35473 |
|
dc.subject |
3d graphics |
en |
dc.subject |
Computer Game |
en |
dc.subject |
Game Engine |
en |
dc.title |
Complete, cinematic and expressive presentation in computer game |
en |
heal.type |
conferenceItem |
en |
heal.identifier.primary |
10.1145/1389586.1389672 |
en |
heal.identifier.secondary |
http://dx.doi.org/10.1145/1389586.1389672 |
en |
heal.publicationDate |
2008 |
en |
heal.abstract |
Nowadays, computer games entertain millions of computer users. They support incredible 3D graphics that attract players. However, cinematic presentation in computer games is missing. There are technologies and rules for camerawork and lighting that are not exploited by game engines. In this paper, we demonstrate some problems that computer games suffer from, at the presentation level, and we examine a |
en |
heal.journalName |
International Conference on Pervasive Technologies Related to Assistive Environments |
en |
dc.identifier.doi |
10.1145/1389586.1389672 |
en |