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2.5D
2.5D ("two-and-a-half-dimensional"), ¾ perspective, and pseudo-3D are terms, mainly in the video game industry, used to describe either 2D graphical projections and similar techniques used to cause a series of images (or scenes) to simulate the appearance of being three-dimensional (3D) when in fact they are not, or gameplay in an otherwise three-dimensional video game that is restricted to a two-dimensional plane or has a virtual camera with a fixed angle. By contrast, games using 3D computer graphics without such restrictions are said to use ''true 3D''. Common in video games, these projections have also been useful in geographic visualization (GVIS) to help understand visual-cognitive spatial representations or 3D visualization.〔MacEachren, Alan. "GVIS Facilitating Visual Thinking." In How Maps Work: Representation, Visualization, and Design, 355–458. New York: The Guilford Press, 1995.〕 The terms ¾ perspective and ¾ view trace their origins to portraiture and facial recognition, where they are used to describe a view of a person's face which is partway between a frontal view and a side view. == Computer graphics ==
抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「2.5D」の詳細全文を読む
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