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Towards 3D model interoperability in games

Published: 03 November 2008 Publication History

Abstract

This paper presents an automatic method for enabling the interoperability of 3D models within different types of games. Character customization is an increasingly popular ability in modern video games. For example, games built for the Nintendo Wii™ may take advantage of the built-in avatar customization (e.g. Mii avatars) yet few games to date have actually utilized this ability. Game designers are hesitant to allow players total creative freedom when customizing their avatars for fear of invalidating the intended aesthetic gameplay experience. In this paper, we present a step forward in character customization allowing the player creative freedom while not sacrificing the intended aesthetics. This paper focuses on developing an automatic method to blend multiple animated 3D meshes.

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cover image ACM Other conferences
Future Play '08: Proceedings of the 2008 Conference on Future Play: Research, Play, Share
November 2008
297 pages
ISBN:9781605582184
DOI:10.1145/1496984
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

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Publication History

Published: 03 November 2008

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Author Tags

  1. 3D model
  2. distance field
  3. graph embedding
  4. interoperability
  5. mesh blending

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FuturePlay08
FuturePlay08: FuturePlay 2008 Academic Games Conference
November 3 - 5, 2008
Ontario, Toronto, Canada

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