Usage of Real-World Maps for 3D Mobile Games - Transformations and Optimizations
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), ISSN: 1611-3349, Vol: 14902 LNCS, Page: 387-400
2024
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Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Conference Paper Description
This paper presents results and describes a solution and techniques allowing for transformation of highly detailed real world maps into simpler maps for using in 3D mobile games applications running on medium and low computing power devices. This approach is especially interesting for 3D apps developers focusing on real world maps that can be implemented in games like tycoons or strategies. The obtained results show possibility of achieving good compromise between level of details extracted from original maps and high performance of realtime 3D graphics generated on mobile device.
Bibliographic Details
http://www.scopus.com/inward/record.url?partnerID=HzOxMe3b&scp=85203866562&origin=inward; http://dx.doi.org/10.1007/978-3-031-71115-2_27; https://link.springer.com/10.1007/978-3-031-71115-2_27; https://dx.doi.org/10.1007/978-3-031-71115-2_27; https://link.springer.com/chapter/10.1007/978-3-031-71115-2_27
Springer Science and Business Media LLC
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