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SCIgen - An Automatic CS Paper Generator



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SCIgen - An Automatic CS Paper Generator


Survey Report on Electronics AIEER, Gwalior

Conclusive report on future machines AIEER, Gwalior



VOLUME-II

STUDY OF 3-DIMENSIONAL TECHNIQUES FOR FUTURE GAMING INTERFACE

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ASHOK SHRIVASTAVA

RESEARCH SCHOLAR COMPUTER SCIENCE VINAYAKA MISSION UNIVERSITY, TN

ABSTRACT

The Research comprises the database of three dimensional techniques for future gaming interface. The word 3D is not new for current generation and most of the people are aware about its characteristics. If we talk about the mobile and video games we always put our mind in animation and graphical presentation of games. For last decade in video, mobile or in computer games the convention of graphics has been leaded. In these scenario three dimensional techniques is being used in graphics gaming.


INTRODUCTION

The current generation 3-dimensional games model the game world with 3-dimensional objects. They use the 3-dimensional graphics hardware to render such scenes. It is a combination of the way the game is created, the visual image the player sees, and the way the player controls the game.

And creating the game logics, including aspects like behavior of the game entities, collision checking, camera movement, etc., is a very difficult task. As a conclusion the production of a modern 3-dimensional game is a huge undertaking that involves a large team of specialized workers and typically costs millions of dollars.

BACKGROUND

The word 3D has now become popular for even children also. The presentation and way of watching movies is also strange for all and that is why, people are always eager to watch it. When we enter in gaming zone, these days in I-Phones, Mobiles, Video Games and in computer games the convention of 3D games is on implementing way. The model describes the process of forming the shape of an object. The two most common sources of 3D models are those originated on the computer by an artist or engineer using some kind of 3D modeling tool, and those scanned into a computer from real-world objects. Models can also be produced procedurally or via physical simulation.

 3D Monster Maze (1981) was the first 3D game for a home computer, while Dungeons of Daggorath (1982) added various weapons and monsters, sophisticated sound effects, and a "heartbeat" health monitor.

Platform-adventure games: Metroid (1986) was the earliest game to fuse platform game fundamentals with elements of action-adventure games, alongside elements of RPGs.

Racing games: Turbo (1981), by Sega, was the first racing game with a third-person perspective, rear-view format. Pole Position (1982), by Namco, used sprite-based, pseudo-3D graphics when it refined the "rear-view racer format" where the player’s view is behind and above the vehicle, looking forward along the road with the horizon in sight. The style would remain in wide use even after true3D graphics became standard for racing games.

The onset of 3D in electronics was in movie first. In the year 1922, Frederic Eugene Ives and Jacob Leventhal commenced releasing first stereoscopic shorts made over a 3-year period. The first film entitled, Plastigrams, which was distributed nationally by Educational Pictures in the red/blue anaglyph format.

The late 1920s to early 1930s saw little to no interest in stereoscopic pictures, largely due to the Great Depression. In Paris, Louis Lumiereshot footage with his stereoscopic camera in September 1933. The following year, in March 1934, he premiered his remake of his 1895 film L'Arrivée du Train, this time in anaglyphic 3-D, at a meeting of the French Academy of Science.

Two 30-minute Nazi propaganda films shot in 3D in Germany in 1936 were found in Berlin’s Federal Archives in 2011. The Australian documentary maker Philippe Mora is convinced there is more unseen 3D footage yet to be found.


CONCERNED PREVIOUS WORKS


3D animation Research - Gowri-2005 . Research Papers and Essays for 3D-ANIMATION ABSTRACT about the brief outline about the features.


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