by procedural definition. Image sampling locations are then interpolated across the face
of a polygon to produce a visual result that seems to have more richness in colors than
could otherwise be achieved with a limited number of polygons. Computer graphics
techniques detailed above have been designed to make objects appear to contain more
polygons than they actually do.
The third phase is lighting or illumination, which is usually created by a game en-
gine. Upon rendering a scene, a number of different lighting techniques will be used
to make the rendering look more realistic. For this matter, a number of different types
of light sources exist to provide customization for the shading of objects. For exam-
ple ambient lighting, directional lighting, point lighting, spotlight lighting, area lighting
and volumetric lighting. Since the lighting calculation for games is processor-intensive,
some of the lighting components such as area lights are not available at runtime pro-
cessing but may be applied using off-line created light-maps during the texturing step.
Fourth is animation which refers to the temporal description of an object, i.e., how it
moves and deforms over time. Popular methods include key-framing, inverse kinemat-
ics, motion capture and physical simulations, these techniques are often used in com-
bination. Game engines also facilitate some turnkey solutions for animation such as
animation retargeting, data-driven controllers (with motion capture system) etc. which
reduce some repetitive animation tasks.
Finally, rendering is the process to convert the complete model of the 3D virtual
world into a 2D image either by simulating light transport to get photo-realistic images,
or by applying some kind of non-photorealistic style such as cartoon-shade or painting
style. Obviously for games, the rendering step has to be performed at real-time rates.
2.2 Visual Realism in Games
Many researchers concur that player perception can be influenced by visual realism [7],
[6]. Visual realism is distinguished by the term ”Visual Fidelity” which refers to the de-
gree to which visual features in the virtual environment conform to visual features in the
real environment [8], [9]. In order to convince the player that the virtual environment
is real, the scene presented should faithfully model the expected actual environment. A
highly accurate, fully modelled, interactive environment is thus seen as “virtually real”.
Visual realism has five basic building blocks: geometry (or form), surface, illumination,
animation (including physics) and viewpoint, each component can be created from re-
alistic to abstract. For example, geometry is formed by points, lines, curves, or surfaces
in the modelling step as described in Section 2.1. To model an object for games, the
form can have real proportions or distorted depending on the game concept.
Despite its importance, the role of viewpoint and perspective is one of the least
studied elements of realism and therefore, we give more focus on this topic in our work.
Rob Pepperell discusses in [10] the problem of how to depict the relative indistinctness
of peripheral vision as compared with central vision, and the appearance of our bodies
in our field of view. He argues that first person view — intended to simulate viewing
the scene through our own eyes — may be less realistic due to the lack of ability to see
our body, comparing to other, outer viewpoints.
Since a game is an interactive virtual environment, careful definition of level of
realism and the interactive qualities of the virtual environment are required. Interface
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