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GAMING AND GRAPHICS Artists Against Anatomists For the last 20 years, computer game developers have been on a perpetual quest for ever greater realism in the graphics of their games. These days, any real-time 3D, character-based game using human characters that does not include moving mouths, fully articulated hands and physics-based cloth and hair will be laughed off the shelves of the local software store. But does that heightened realism necessarily lead to a better gameplay experience for the player? In some cases, yes. Characters with moving mouths look much better than those without when they ™re delivering lines of dialog, and almost all players will remark on this. But only some players will notice that all the digits of the characters ™ hands are individually modeled, while some wouldn ™t notice or care if the players had simplified œmittens  for hands instead. On the other hand, procedural hair may produce effects so subtle that most players couldn ™t tell the difference if asked. Computer games are just reaching the point visually where developers are starting to question whether they need to employ more polygons and more complex animation techniques, or if they just need to more

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Artists against anatomists

Crawford, Chris; Rouse III, Richard
ACM SIGGRAPH Computer Graphics , Volume 36 (1)
Association for Computing MachineryFeb 1, 2002

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