A Study on The Three-Dimensional Transformation method for the Weaving Maze
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The weaving maze is a type of two-dimensional maze that allows for the shape of a bridge over the road, such as an oyster bridge intersection. When displaying such a woven maze in the form of a two-dimensional image, it is not a big problem because it does not include an element for height, but it is difficult to display it in a three-dimensional form. Since the road is laid out on the road, if it is expressed in the form of continuous accumulation of heights, the problem of continuously increasing the number of floors and the form of contradicting the vertical relationship may occur. In this paper, we discuss how to solve the problems that can occur in stacking layers in the 3D visualization of the woven maze with a two-story structure by arranging an interlayer structure in the form of stairs or ramps. This method can be used when applying a visual contradiction to a game, such as an optical illusion solution commonly used in Escher-like video games. It is possible by automatically arranging stairs or ramps, and it can solve the contradictions that can occur in the weaving maze like Escher-like video games using optical illusions and contradictions. It is expected that this method can be used when making a platformer game using the weaving maze.
Abstract
The weaving maze is a type of two-dimensional maze that allows for the shape of a bridge over the road, such as an oyster bridge intersection. When displaying such a woven maze in the form of a two-dimensional image, it is not a big problem because it does not include an element for height, but it is difficult to display it in a three-dimensional form. Since the road is laid out on the road, if it is expressed in the form of continuous accumulation of heights, the problem of continuously increasing the number of floors and the form of contradicting the vertical relationship may occur. In this paper, we discuss how to solve the problems that can occur in stacking layers in the 3D visualization of the woven maze with a two-story structure by arranging an interlayer structure in the form of stairs or ramps. This method can be used when applying a visual contradiction to a game, such as an optical illusion solution commonly used in Escher-like video games. It is possible by automatically arranging stairs or ramps, and it can solve the contradictions that can occur in the weaving maze like Escher-like video games using optical illusions and contradictions. It is expected that this method can be used when making a platformer game using the weaving maze.
참고문헌 (10)
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