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  2. Perspective (video game) - Wikipedia

    en.wikipedia.org/wiki/Perspective_(video_game)

    Perspective is an experimental puzzle video game that includes aspects of a 2-dimensional platform game. [1] The player moves the avatar through a 2D screen that changes based on the player's camera angle in 3D space. This perspective-shifting mechanic is used to reach a goal at the end of each level. [2]

  3. Triangulation (computer vision) - Wikipedia

    en.wikipedia.org/wiki/Triangulation_(computer...

    The ideal case of epipolar geometry. A 3D point x is projected onto two camera images through lines (green) which intersect with each camera's focal point, O 1 and O 2. The resulting image points are y 1 and y 2. The green lines intersect at x. In practice, the image points y 1 and y 2 cannot be measured with arbitrary accuracy.

  4. Isometric video game graphics - Wikipedia

    en.wikipedia.org/wiki/Isometric_video_game_graphics

    Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective or side view, thereby producing a three-dimensional (3D) effect.

  5. Viewing frustum - Wikipedia

    en.wikipedia.org/wiki/Viewing_frustum

    A view frustum The appearance of an object in a pyramid of vision When creating a parallel projection, the viewing frustum is shaped like a box as opposed to a pyramid.. In 3D computer graphics, a viewing frustum [1] or view frustum [2] is the region of space in the modeled world that may appear on the screen; it is the field of view of a perspective virtual camera system.

  6. Third-person (video games) - Wikipedia

    en.wikipedia.org/wiki/Third-person_(video_games)

    There are primarily three types of camera systems in games that use a third-person view: the "tracking camera systems" in which the camera simply follows the player's character; the "fixed camera systems" in which the camera positions are set during the game creation; and the "interactive camera systems" that are under the player's control.

  7. Virtual camera system - Wikipedia

    en.wikipedia.org/wiki/Virtual_camera_system

    This is an accepted version of this page This is the latest accepted revision, reviewed on 12 January 2025. System to display a view of a 3D virtual world Virtual camera system demo showing parameters of the camera that can be adjusted Part of a series on Video game graphics Types 2.5D & 3/4 perspective First-person view Fixed 3D Full motion video based game Graphic adventure game Isometric ...

  8. Echochrome - Wikipedia

    en.wikipedia.org/wiki/Echochrome

    The game is based on the Object Locative Environment Coordinate System developed by Jun Fujiki—an engine that determines what is occurring based on the camera's perspective. Echochrome received a spin-off in 2009 titled Echoshift and a sequel, Echochrome II for the PlayStation 3 utilizing the PlayStation Move in December 2010.

  9. Match moving - Wikipedia

    en.wikipedia.org/wiki/Match_moving

    C ij = {(camera i,camera j):P'(camera i, XY i) ∩ P'(camera j, XY j) ≠ {}) So there is a set of camera vector pairs C ij for which the intersection of the inverse projections of two points XY i and XY j is a non-empty, hopefully small, set centering on a theoretical stationary point xyz.