600:. Thus the player can be presented an overview of the game world in the ability to see it from above, more or less, and with additional details in artwork made possible by using an angle: Instead of showing a humanoid in top-down perspective, as a head and shoulders seen from above, the entire body can be drawn when using a slanted angle; turning a character around would reveal how it looks from the sides, the front and the back, while the top-down perspective will display the same head and shoulders regardless.
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within the geography community because of its ability to visualize the normal thickness to area ratio used in many geographic models; this ratio was very small and reflected the thinness of the object in relation to its width, which made it the object realistic in a specific plane. These representations were axiomatic in that the entire subsurface domain was not used or the entire domain could not be reconstructed; therefore, it used only a surface and a surface is one aspect not the full 3D identity.
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distant objects such as clouds, stars and even mountains appear to be stationary when the viewpoint is displaced by relatively small distances. Effectively, everything in a skybox will always appear to be infinitely distant from the viewer. This consequence of skyboxes dictates that designers should be careful not to carelessly include images of discrete objects in the textures of a skybox since the viewer may be able to perceive the inconsistencies of those objects' sizes as the scene is traversed.
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840:, but have been scaled to different sizes, creating the illusion that some are closer than others. The angles of movement are "left and right" and "into the depth" (while still capable of doing so technically, this game did not allow making a U-turn or going into reverse, therefore moving "out of the depth", as this did not make sense to the high-speed game play and tense time limit). Notice the view is comparable to that which a driver would have in
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1342:. Both versions of the game displayed a constantly changing forward-scrolling road and the player's bike in a third-person perspective where objects nearer to the player are larger than those nearer to the horizon, and the aim was to steer the vehicle across the road, racing against the clock, while avoiding any on-coming motorcycles or driving off the road. That same year also saw the release of two arcade games that extended the car
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1560:, from which its name is derived. Though Zaxxon's playing field is semantically 3D, the game has many constraints which classify it as 2.5D: a fixed point of view, scene composition from sprites, and movements such as bullet shots restricted to straight lines along the axes. It was also one of the first video games to display shadows. The following year, Sega released the first pseudo-3D
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particular attention to three-dimensional representations. Efforts in GVIS have attempted to expand higher dimensions and make them more visible; most efforts have focused on "tricking" vision into seeing three dimensions in a 2D plane. Much like 2.5D displays where the surface of a three-dimensional object is represented but locations within the solid are distorted or not accessible.
1156:). These spatial dimensions are relative to a constant coordinate system for object-space normal maps, or to a smoothly varying coordinate system (based on the derivatives of position with respect to texture coordinates) in the case of tangent-space normal maps. This adds much more detail to the surface of a model, especially in conjunction with advanced lighting techniques.
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707:. This technique was commonly used in early 1990s video games when consoles did not have the hardware power to render fully 3D objects. This is also known as a backdrop. This can be used to good effect for a significant performance boost when the geometry is sufficiently distant that it can be seamlessly replaced with a 2D
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Even simple shading and size of an image could be considered pseudo-3D, as shading makes it look more realistic. If the light in a 2D game were 2D, it would only be visible on the outline, and because outlines are often dark, they would not be very clearly visible. However, any visible shading would
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is one of the first racing games to use the trailing camera effect that is now so familiar . In this particular example, the effect was produced by linescroll—the practice of scrolling each line independently in order to warp an image. In this case, the warping would simulate curves and steering.
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As a viewer moves through a 3D scene, it is common for the skybox or skydome to remain stationary with respect to the viewer. This technique gives the skybox the illusion of being very far away since other objects in the scene appear to move, while the skybox does not. This imitates real life, where
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In three-dimensional scenes, the term billboarding is applied to a technique in which objects are sometimes represented by two-dimensional images applied to a single polygon which is typically kept perpendicular to the line of sight. The name refers to the fact that objects are seen as if drawn on a
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or side view, thereby producing a three-dimensional effect. An object is "considered to be in an inclined position resulting in foreshortening of all three axes", and the image is a "representation on a single plane (as a drawing surface) of a three-dimensional object placed at an angle to the plane
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pseudo-3D technique in which a ray for every vertical slice of the screen is sent from the position of the camera. These rays shoot out until they hit an object or wall, and that part of the wall is rendered in that vertical screen slice. Due to the limited camera movement and internally 2D playing
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when driving a car. The position and size of any billboard is generated by a (complete 3D) perspective transformation as are the vertices of the poly-line representing the center of the street. Often the center of the street is stored as a spline and sampled in a way that on straight streets every
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By 1989, 2.5D representations were surfaces drawn with depth cues and a part of graphic libraries like GINO. 2.5D was also used in terrain modeling with software packages such as ISM from
Dynamic Graphics, GEOPAK from Uniras and the Intergraph DTM system. 2.5D surface techniques gained popularity
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typically all three axes are shown without foreshortening. All lines parallel to the axes are drawn to scale, and diagonals and curved lines are distorted. One tell-tale sign of oblique projection is that the face pointed toward the camera retains its right angles with respect to the image plane.
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plane. "Assigning height to 2D regions of a topographic map" associating every 2D location with a height/elevation value creates a 2.5D projection; this is not considered a "true 3D representation", however is used like 3D visual representation to "simplify visual processing of imagery and the
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The resurgence of 2.5D or visual analysis, in natural and earth science, has increased the role of computer systems in the creation of spatial information in mapping. GVIS has made real the search for unknowns, real-time interaction with spatial data, and control over map display and has paid
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with the unit vector normal to that surface, and the dot product is the intensity of the light on that surface. Imagine a polygonal model of a sphere—you can only approximate the shape of the surface. By using a 3-channel bitmapped image textured across the model, more detailed normal vector
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is isometric projection. This projection is tilted so that all three axes create equal angles at intervals of 120 degrees. The result is that all three axes are equally foreshortened. In video games, a form of dimetric projection with a 2:1 pixel ratio is more common due to the problems of
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The reason for using pseudo-3D instead of "real" 3D computer graphics is that the system that has to simulate a 3D-looking graphic is not powerful enough to handle the calculation-intensive routines of 3D computer graphics, yet is capable of using tricks of modifying 2D graphics like
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sampling point corresponds to one scan-line on the screen. Hills and curves lead to multiple points on one line and one has to be chosen. Or one line is without any point and has to be interpolated lineary from the adjacent lines. Very memory intensive billboards are used in
1170:) is an enhancement of the bump mapping and normal mapping techniques implemented by displacing the texture coordinates at a point on the rendered polygon by a function of the view angle in tangent space (the angle relative to the surface normal) and the value of the
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to feature a three-dimensional playing field. However, it did not employ a conventional 3D game engine, instead emulating one using character-scaling algorithms. The player's party travels overland on a flat terrain made up of vectors, on which 2D objects are zoomed.
1443:, released in 1980, allowed players to take aim using crosshairs and shoot lasers into the screen at enemies coming towards them, creating an early 3D effect. It was followed by other arcade shooters with a first-person perspective during the early 1980s, including
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image and the perturbed normal during illumination calculations. The result is an apparently bumpy surface rather than a perfectly smooth surface although the surface of the underlying object is not actually changed. Bump mapping was introduced by Blinn in 1978.
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Raper, Jonathan. "The 3-dimensional geoscientific mapping and modeling system: a conceptual design." In Three dimensional applications in
Geographic Information Systems, edited by Jonathan F. Raper, 11–19. Philadelphia: Taylor and Francis Inc.,
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indicate the usage of pseudo-3D lighting and that the image uses pseudo-3D graphics. Changing the size of an image can cause the image to appear to be moving closer or further away, which could be considered simulating a third dimension.
1241:. The light source itself is always invisible, but its effects are seen in the lighter colors for the top and left side, simulating reflection, and the darker colours to the right and below of such objects, simulating shadow.
1584:, where the player controls a penguin in a forward-scrolling third-person perspective while having to jump over pits and obstacles. It was one of the earliest pseudo-3D games available on a computer, released for the
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or layers of sprites are made to move independently of each other and/or the background to create a sense of added depth. This depth cue is created by relative motion of layers. The technique grew out of the
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look bigger than it really is. If the level is enclosed in a cube, the sky, distant mountains, distant buildings, and other unreachable objects are rendered onto the cube's faces using a technique called
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While tricks such as camera shearing (as seen on the left) are sometimes used to create an illusion of rotation, ray casting renderers cannot rotate said camera vertically like true 3D renderers (right).
711:. In games, this technique is most frequently applied to objects such as particles (smoke, sparks, rain) and low-detail vegetation. It has since become mainstream, and is found in many games such as
1354:, which displayed a constantly changing forward-scrolling S-shaped road with two obstacle race cars moving along the road that the player must avoid crashing while racing against the clock, and
1248:. The idea is that the program's canvas represents a normal 2D painting surface, but that the data structure that holds the pixel information is also able to store information with respect to a
1021:, a display system effect that included rotation and scaling, allowed for a 3D effect while moving in any direction without any actual 3D models, and was used to simulate 3D graphics on the
1818:. One of these tricks is to stretch a bitmap more and more, therefore making it larger with each step, as to give the effect of an object coming closer and closer towards the player.
1101:. To the end user, this means that textures such as stone walls will have more apparent depth and thus greater realism with less of an influence on the performance of the simulation.
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This is similar but different from pseudo-3D perspective (sometimes called three-quarter view when the environment is portrayed from an angled top-down perspective), which refers to
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features an animated day-night cycle, and the ability to wander freely about the game world, both rarities for a game of its era. This type of engine was later used in the game
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was a breakthrough for pseudo-3D gaming, recreating a 3D perspective with unprecedented realism, though the gameplay was still planar. It was followed up that same year by
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to aim with a crosshair and shoot at enemy aircraft that move in formations of two and increase/decrease in size depending on their distance to the player. In 1976,
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used over 7.5 million separate two-dimensional images, captured in space or by telescopes, which were composited and moved using multi-plane animation techniques.
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of projection." Lines perpendicular to the plane become points, lines parallel to the plane have true length, and lines inclined to the plane are foreshortened.
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901:, it uses polygons instead of sprite scaling for buildings and certain objects though it looks flat shaded. Later mobile games (mainly from Gameloft), such as
717:, where it is exploited to simultaneously display thousands of individual soldiers on a battlefield. Early examples include early first-person shooters like
1712:, pseudo-3D became obsolete. But even today, there are computer systems in production, such as cellphones, which are often not powerful enough to display
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In some games, sprites are scaled larger or smaller depending on its distance to the player, producing the illusion of motion along the Z (forward) axis.
1237:(GUIs), where a slight 3D illusion is created by the presence of a virtual light source to the left (or in some cases right) side, and above a person's
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1200:'s memoir, it involves the layering and animating of two-dimensional pictures in three-dimensional space. Earlier examples of this technique include
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Dimensions are the variables of the data and can be mapped to specific locations in space; 2D data can be given 3D volume by adding a value to the
1932:. "GVIS Facilitating Visual Thinking." In How Maps Work: Representation, Visualization, and Design, 355–458. New York: The Guilford Press, 1995.
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The specific term "two-and-a-half-D" was used as early as 1994 by Warren
Spector in an interview in the North American premiere issue of
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1364:, which presented a series of posts by the edge of the road though there was no view of the road or the player's car. Games using
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are ported to these systems, giving the manufacturers the possibility to earn revenues from games that are several decades old.
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To make the road appear to move towards the player, per-line color changes were used, though many console versions opted for
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effect commonly used in music videos and, more frequently, title sequences. Brought to wide attention by the motion picture
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By contrast, games, spaces or perspectives that are simulated and rendered in 3D and used in 3D level design are said to be
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at that point. At steeper view-angles, the texture coordinates are displaced more, giving the illusion of depth due to
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and is now used by virtually all major team sports titles. In 1984, Sega ported several pseudo-3D arcade games to the
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to draw corn-fields and water waves which are wider than the screen even at the largest viewing distance and also in
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An advanced version of this technique can be found in some specialised graphic design software, such as
Pixologic's
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to use pseudo-3D, and also the first to use multiple camera angles mirrored on television sports broadcasts, was
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magazine. At the time, the term was understood to refer specifically to first-person shooters like
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that introduced a three-dimensional third-person perspective to the genre, imitated years later by
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Some mobile games that were released on the Java ME platform, such as the mobile version of
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information can be encoded. Each channel in the bitmap corresponds to a spatial dimension (
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and 2D rendered games made to appear as 2D without approximating a 3D image are said to be
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and similar techniques used to cause images or scenes to simulate the appearance of being
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to be three-dimensional and is often simulated and rendered in a 3D digital environment.
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493:(GVIS) to help understand visual-cognitive spatial representations or 3D visualization.
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3D graphics, and therefore use pseudo-3D for that purpose. Many games from the 1980s'
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Skyboxes and skydomes are methods used to easily create a background to make a game
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2293:"Where Were They Then: The First Games of Nintendo, Konami, and More from 1UP.com"
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console, including a smooth conversion of the third-person pseudo-3D rail shooter
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Liu, C (February 2002). "Reassessing the 3/4 view effect in face recognition".
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competition, that was most notable for introducing an early three-dimensional
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to simulate bumps and wrinkles on the surface of an object without using more
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2182:, Computer Graphics, Vol. 12 (3), pp. 286–292 SIGGRAPH-ACM (August 1978)
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in 1982 also featured a first-person perspective and introduced the use of
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648:(single-view or only two sides). The most common of these drawing types in
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rail shooters were also released in arcades at the time, including Sega's
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since the 1940s. This type of graphical effect was first used in the 1982
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coordinates are on the left. 3D model coordinates are on the right.
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anti-aliasing and square pixels found on most computer monitors.
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Common in video games, 2.5D projections have also been useful in
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The term also refers to an often-used effect in the design of
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2193:"Tomohiro Nishikado's biography at his company's web site"
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There are three main divisions of axonometric projection:
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to display the graphics from a first-person perspective.
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The first video games that used pseudo-3D were primarily
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graphical elements to form a pseudo-3D game environment.
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had an advantage in creating pseudo-3D effects. 1979's
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Simulation of the appearance of being three-dimensional
2087:"Chronology of the History of Video Games: Golden Age"
1553:, a shooter introduced by Sega in 1982, was the first
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platform-shooter that introduced the use of layered
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56:. Unsourced material may be challenged and removed.
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576:video games, most commonly those released for
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2646:Bernard Perron & Mark J. P. Wolf (2008),
2501:Bernard Perron & Mark J. P. Wolf (2008),
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1978:
1708:) per second and the usage of 3D specialized
1208:) and "A Special Tree" (directed by musician
676:. Examples of axonometric projection include
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572:They are popular camera perspectives among
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2565:"Antarctic Adventure - Overview - allgame"
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1698:that were able to handle several thousand
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1801:Learn how and when to remove this message
456:(2D) plane with little to no access to a
116:Learn how and when to remove this message
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1631:and fill a moving landscape with them.
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664:Two examples of oblique projection are
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2093:from the original on November 27, 2009
1346:subgenre into three dimensions with a
1052:field, this is often considered 2.5D.
863:was notable for being among the first
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2664:
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2084:
1743:Technical aspects and generalizations
1609:to give a pseudo-3D effect. In 1985,
1186:The term is also used to describe an
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644:(symmetrical and unsymmetrical), and
626:Anatomy of an axonometric sprite. 2D
3111:List of computer graphics algorithms
2601:"Gaming's most important evolutions"
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2113:"Ray Casting (Concept) - Giant Bomb"
2051:
1779:adding citations to reliable sources
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1619:" technology that allowed pseudo-3D
792:employs the same concept but uses a
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452:environment that is restricted to a
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2015:
1941:
1641:Intellivision World Series Baseball
1627:, with the ability to scale 32,000
1530:scaling with full-colour graphics.
1469:through a special eyepiece. Sega's
1204:'s music video "Down" (directed by
13:
2622:"IGN Presents the History of SEGA"
2478:"IGN Presents the History of SEGA"
2387:"Astron Belt - Overview - allgame"
2295:. October 17, 2012. Archived from
2045:
1215:On a larger scale, the 2018 movie
1035:Raycasting in early computer games
525:Axonometric and oblique projection
14:
3158:
2439:"Tube Panic - Overview - allgame"
2180:"Simulation of Wrinkled Surfaces"
2028:2D Graphics Programming for Games
1873:Isometric graphics in video games
1526:was the first racing game to use
1511:in 1983, and Sega's 1982 release
1224:
1196:, an adaptation of film producer
1056:Bump, normal and parallax mapping
388:List of text-based computer games
1883:List of stereoscopic video games
1751:
1694:With the advent of consoles and
962:. Examples include the skies in
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475:(3D) when in fact they are not.
383:List of stereoscopic video games
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2476:Fahs, Travis (April 21, 2009).
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2054:"The Art of Parallax Scrolling"
937:refers to when a collection of
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41:needs additional citations for
3142:Video games with 2.5D graphics
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2078:
1935:
1838:resulting spatial cognition".
1333:, as a tie-in for the popular
1323:perspective. Later that year,
1107:is achieved by perturbing the
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368:List of four-dimensional games
1:
3068:3D computer graphics software
2195:. Dreams, Inc. Archived from
1956:10.1016/S0010-0277(01)00164-0
1908:
1372:recreated the perspective of
1252:, as well material settings,
1182:Film and animation techniques
1178:effects as the view changes.
747:as well as racing games like
682:, and the role-playing games
187:Isometric video game graphics
2883:Hidden-surface determination
2648:Video game theory reader two
2603:. GamesRadar. Archived from
2503:Video game theory reader two
2457:Buck Rogers – Planet Of Zoom
2085:Stahl, Ted (July 26, 2006).
1193:The Kid Stays in the Picture
1168:virtual displacement mapping
393:Category:Video game graphics
177:Full motion video based game
7:
2052:Paul, Wyatt (August 2007).
2031:. New York, NY: CRC Press.
1841:
1702:(the most basic element of
1687:, to distinguish them from
1666:Buck Rogers: Planet of Zoom
1514:Buck Rogers: Planet of Zoom
1308:, an early black-and-white
531:Isometric computer graphics
504:trace their origins to the
333:First-person shooter engine
10:
3163:
2159:"Castenstein - bytecode77"
1570:. Another early pseudo-3D
1259:
1085:are techniques applied to
1059:
1032:
1011:
916:
905:and the mobile version of
897:and the 32-bit version of
855:to draw trees and cliffs.
772:
667:Ultima VII: The Black Gate
528:
460:in a space that otherwise
438:two-and-a-half dimensional
162:2.5D & 3/4 perspective
18:
3103:
3058:
2925:
2814:
2744:
2721:
2553:Killer List of Videogames
2536:Killer List of Videogames
2462:Killer List of Videogames
2427:Killer List of Videogames
2410:Killer List of Videogames
2375:Killer List of Videogames
2358:Killer List of Videogames
2341:Killer List of Videogames
2324:Killer List of Videogames
2281:Killer List of Videogames
2264:Killer List of Videogames
2244:Killer List of Videogames
2224:Killer List of Videogames
1710:graphics processing units
1588:in 1983. That same year,
1290:that involved piloting a
1235:graphical user interfaces
1111:of an object and using a
1007:
498:three-quarter perspective
192:Side-scrolling video game
1989:"Axonometric Projection"
1868:Head-coupled perspective
1634:The first original home
968:, the arcade version of
865:role-playing video games
808:Scaling along the Z axis
590:role-playing video games
491:geographic visualization
469:2D graphical projections
440:) perspective refers to
3095:Vector graphics editors
3090:Raster graphics editors
1574:released that year was
1327:re-branded the game as
1288:combat flight simulator
903:Asphalt 4: Elite Racing
887:Driver: L.A. Undercover
373:List of FMV-based games
197:Stereoscopic video game
3132:Video game development
2978:Checkerboard rendering
1735:
1558:axonometric projection
1475:in 1983 was the first
1128:
1044:
931:
584:, as well as in later
554:axonometric projection
549:
182:Graphic adventure game
2933:Affine transformation
2912:Surface triangulation
2856:Anisotropic filtering
2571:on November 14, 2014.
2445:on November 15, 2014.
2393:on November 14, 2014.
2003:on September 19, 2011
1730:
1691:'s "true" 3D engine.
1555:game to use isometric
1294:, using an eight-way
1122:
1093:applications such as
1042:
951:traditional animation
926:
769:Skyboxes and skydomes
759:and platformers like
538:
506:three-quarter profile
436:(basic pronunciation
345:Virtual camera system
212:Tile-based video game
21:2.5D (disambiguation)
2652:Taylor & Francis
2511:Taylor & Francis
1858:Cel-shaded animation
1848:3D computer graphics
1775:improve this section
1718:pseudo-3D arcade era
1705:3D computer graphics
1562:isometric platformer
1477:laserdisc video game
1350:perspective: Sega's
1284:first-person shooter
995:Dracula X Chronicles
822:, which runs on the
775:Skybox (video games)
566:top-down perspective
262:3D computer graphics
240:2D computer graphics
217:Top-down perspective
50:improve this article
19:For other uses, see
3137:Video game graphics
2948:Collision detection
2876:Global illumination
2585:Antarctic Adventure
2548:Antarctic Adventure
2299:on October 17, 2012
1993:merriam-webster.com
1615:introduced Sega's "
1581:Antarctic Adventure
1417:. In 1980, Atari's
1376:in greater detail.
989:Shadow of the Beast
827:arcade system board
816:'s 1986 video game
800:instead of a cube.
650:engineering drawing
598:side-scrolling game
562:parallel projection
378:List of FPS engines
148:Video game graphics
142:Part of a series on
2998:Scanline rendering
2792:Parallax scrolling
2782:Isometric graphics
2066:on October 7, 2009
1736:
1722:16-bit console era
1607:parallax scrolling
1439:'s arcade shooter
1129:
1045:
977:Sonic the Hedgehog
949:technique used in
932:
929:parallax scrolling
919:Parallax scrolling
913:Parallax scrolling
658:oblique projection
558:oblique projection
550:
514:facial recognition
502:three-quarter view
316:Real-time graphics
245:Parallax scrolling
3119:
3118:
3060:Graphics software
2953:Planar projection
2938:Back-face culling
2810:
2809:
2754:Alpha compositing
2715:Computer graphics
2607:on June 15, 2011.
1878:Limited animation
1811:
1810:
1803:
1543:palette animation
1481:full-motion video
1313:racing video game
1218:In Saturn's Rings
1123:A sphere without
1047:Ray casting is a
1001:Super Mario World
983:Street Fighter II
965:Rise of the Triad
947:multiplane camera
883:Asphalt: Urban GT
640:(equal measure),
582:handheld consoles
520:Computer graphics
473:three-dimensional
444:or movement in a
431:
430:
311:Computer graphics
207:Third-person view
167:First-person view
126:
125:
118:
100:
3154:
3045:Volume rendering
2917:Wire-frame model
2770:
2769:
2708:
2701:
2694:
2685:
2684:
2679:
2675:
2662:
2644:
2638:
2637:
2635:
2633:
2628:. April 21, 2009
2618:
2609:
2608:
2597:
2591:
2582:
2573:
2572:
2567:. Archived from
2561:
2555:
2544:
2538:
2527:
2521:
2499:
2493:
2492:
2490:
2488:
2473:
2464:
2453:
2447:
2446:
2441:. Archived from
2435:
2429:
2418:
2412:
2401:
2395:
2394:
2389:. Archived from
2383:
2377:
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2360:
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2199:on April 1, 2009
2189:
2183:
2178:Blinn, James F.
2176:
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2100:
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2082:
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2075:
2073:
2071:
2065:
2059:. Archived from
2058:
2049:
2043:
2042:
2019:
2013:
2012:
2010:
2008:
1999:. Archived from
1985:
1976:
1975:
1950:(1): 31–48(18).
1939:
1933:
1930:MacEachren, Alan
1927:
1806:
1799:
1795:
1792:
1786:
1755:
1747:
1731:Fly through the
1696:computer systems
1520:In 1981, Sega's
1467:stereoscopic 3-D
1459:in 1982. Sega's
1447:'s 1981 release
1239:computer monitor
1160:Parallax mapping
1083:parallax mapping
1070:Parallax mapping
756:Super Mario Kart
720:Marathon Trilogy
620:
611:
423:
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3115:
3099:
3054:
2921:
2866:Fluid animation
2806:
2768:
2740:
2731:Diffusion curve
2723:Vector graphics
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2016:
2006:
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1997:Merriam-Webster
1987:
1986:
1979:
1940:
1936:
1928:
1915:
1911:
1903:Vector graphics
1863:Flash animation
1844:
1807:
1796:
1790:
1787:
1772:
1756:
1745:
1652:, published by
1650:Eddie Dombrower
1366:vector graphics
1315:, based on the
1270:microprocessors
1262:
1227:
1210:Giorgio Moroder
1184:
1109:surface normals
1072:
1060:Main articles:
1058:
1037:
1031:
1016:
1010:
921:
915:
810:
777:
771:
714:Rome: Total War
700:
634:
633:
632:
631:
623:
622:
621:
613:
612:
580:or earlier and
560:, two forms of
533:
527:
522:
458:third dimension
454:two-dimensional
450:virtual reality
427:
398:
397:
363:
355:
354:
328:Graphics engine
323:Game art design
235:
227:
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202:Text-based game
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2038:978-1466501898
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2014:
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1681:Wolfenstein 3D
1621:sprite-scaling
1600:side-scrolling
1261:
1258:
1226:
1225:Graphic design
1223:
1183:
1180:
1164:offset mapping
1133:normal mapping
1079:normal mapping
1066:Normal mapping
1057:
1054:
1033:Main article:
1030:
1027:
1012:Main article:
1009:
1006:
927:An example of
917:Main article:
914:
911:
809:
806:
770:
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762:Super Mario 64
726:Wolfenstein 3D
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2319:Space Tactics
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2023:Pile Jr, John
2018:
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1760:This section
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1733:Trenta Valley
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1612:Space Harrier
1608:
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1603:run & gun
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1572:platform game
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1533:Pole Position
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1206:Rodney Ascher
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1162:(also called
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998:, as well as
997:
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891:Thunder Blade
888:
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787:
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766:
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751:
746:
745:
744:Duke Nukem 3D
740:
739:
734:
733:
728:
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716:
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710:
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695:
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691:Baldur's Gate
687:
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668:
662:
659:
654:
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639:
629:
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595:
594:top-down game
591:
587:
583:
579:
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277:Pre-rendering
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67: –
66:
62:
61:Find sources:
55:
51:
45:
44:
39:This article
37:
33:
28:
27:
22:
3025:Shear matrix
2988:Path tracing
2973:Cone tracing
2968:Beam tracing
2888:Polygon mesh
2829:3D rendering
2773:
2647:
2642:
2630:. Retrieved
2625:
2605:the original
2595:
2569:the original
2559:
2547:
2542:
2530:
2525:
2502:
2497:
2485:. Retrieved
2481:
2456:
2451:
2443:the original
2433:
2421:
2416:
2404:
2399:
2391:the original
2381:
2369:
2364:
2352:
2347:
2336:Space Seeker
2335:
2330:
2318:
2313:
2301:. Retrieved
2297:the original
2287:
2275:
2270:
2258:
2238:
2218:
2213:
2201:. Retrieved
2197:the original
2187:
2174:
2162:. Retrieved
2153:
2141:. Retrieved
2137:
2134:"Raycasting"
2128:
2116:. Retrieved
2107:
2097:November 21,
2095:. Retrieved
2080:
2068:. Retrieved
2061:the original
2047:
2027:
2025:(May 2013).
2017:
2005:. Retrieved
2001:the original
1992:
1947:
1943:
1937:
1898:Trompe-l'œil
1834:
1830:
1826:
1824:
1820:
1812:
1797:
1788:
1773:Please help
1761:
1737:
1721:
1717:
1713:
1703:
1693:
1689:System Shock
1674:
1670:
1665:
1662:Sega SG-1000
1658:sports games
1639:
1636:console game
1633:
1617:Super Scaler
1610:
1593:
1579:
1565:
1548:
1547:
1531:
1521:
1519:
1512:
1506:
1498:
1488:
1485:Third-person
1470:
1460:
1454:
1450:Space Seeker
1448:
1440:
1435:
1431:rail shooter
1424:
1418:
1412:
1402:
1391:shoot 'em up
1384:
1378:
1374:Night Driver
1373:
1369:
1361:Night Driver
1359:
1351:
1348:first-person
1337:
1328:
1325:Sega-Gremlin
1321:third-person
1303:
1277:
1266:arcade games
1263:
1243:
1228:
1216:
1214:
1198:Robert Evans
1191:
1185:
1167:
1163:
1159:
1158:
1153:
1149:
1145:
1132:
1130:
1125:bump mapping
1105:Bump mapping
1104:
1103:
1091:3D rendering
1082:
1078:
1075:Bump mapping
1074:
1073:
1062:Bump mapping
1049:first person
1046:
1017:
999:
993:
987:
981:
975:
969:
963:
957:
933:
880:
873:
869:
858:
857:
851:
846:
833:
831:
817:
811:
802:
789:
786:cube mapping
778:
760:
754:
748:
742:
736:
730:
724:
718:
712:
701:
698:Billboarding
689:
683:
679:SimCity 2000
677:
671:
665:
663:
655:
645:
641:
637:
635:
571:
551:
539:
501:
497:
495:
488:
483:
479:
477:
466:
461:
437:
433:
432:
299:Digitization
267:3D rendering
161:
127:
112:
103:
93:
86:
79:
72:
60:
48:Please help
43:verification
40:
3040:Translation
2993:Ray casting
2983:Ray tracing
2861:Cel shading
2835:Image-based
2816:3D graphics
2797:Ray casting
2746:2D graphics
2531:Congo Bongo
2219:Interceptor
1893:Ray casting
1625:frame rates
1595:Moon Patrol
1567:Congo Bongo
1472:Astron Belt
1386:Radar Scope
1370:Speed Freak
1292:jet fighter
1282:, an early
1279:Interceptor
1272:. In 1975,
1254:specularity
1135:, the unit
1095:video games
1029:Ray casting
959:Moon Patrol
955:arcade game
935:Parallaxing
895:Cool Riders
824:Sega OutRun
750:Carmageddon
546:axonometric
510:portraiture
338:Tile engine
304:Rotoscoping
282:Cel shading
222:Vector game
3126:Categories
3104:Algorithms
2958:Reflection
2650:, p. 157,
2239:Moto-Cross
2164:August 31,
2118:August 31,
1909:References
1853:Bas-relief
1791:March 2023
1646:Don Daglow
1644:(1983) by
1508:Tube Panic
1503:Nichibutsu
1420:Battlezone
1409:Activision
1404:Juno First
1339:Happy Days
1305:Moto-Cross
1172:height map
907:Iron Man 2
852:Test Drive
798:hemisphere
773:See also:
529:See also:
496:The terms
446:video game
76:newspapers
3147:Dimension
3083:rendering
3073:animation
2963:Rendering
2632:March 19,
2589:MobyGames
2487:March 19,
2370:SubRoc-3D
2353:Star Trek
2303:March 19,
2276:Road Race
2203:March 27,
2143:March 19,
2138:lodev.org
2007:March 19,
1944:Cognition
1762:does not
1545:instead.
1501:in 1983,
1493:in 1982,
1462:SubRoc-3D
1456:Star Trek
1426:Red Baron
1414:Beamrider
1379:In 1979,
1352:Road Race
1317:motocross
1310:motorbike
1302:released
1276:released
1202:Liz Phair
1188:animation
1113:grayscale
899:Road Rash
705:billboard
646:trimetric
638:isometric
544:tiles 2D
294:Animation
250:Pixel art
106:June 2023
3078:modeling
3005:Rotation
2943:Clipping
2926:Concepts
2905:Deferred
2871:Lighting
2851:Aliasing
2845:Unbiased
2840:Spectral
2405:Tac/Scan
2091:Archived
1972:23998061
1964:11814485
1842:See also
1700:polygons
1677:PC Gamer
1623:at high
1490:Tac/Scan
1479:, using
1397:such as
1395:shooters
1383:debuted
1381:Nintendo
1296:joystick
1176:parallax
1099:polygons
1087:textures
870:Drakkhen
860:Drakkhen
673:Paperboy
642:dimetric
586:strategy
480:true 3D,
442:gameplay
172:Fixed 3D
3010:Scaling
2900:Shading
2626:ign.com
2551:at the
2534:at the
2482:ign.com
2460:at the
2425:at the
2408:at the
2373:at the
2356:at the
2339:at the
2322:at the
2279:at the
2262:at the
2242:at the
2222:at the
2070:July 6,
1816:bitmaps
1783:removed
1768:sources
1629:sprites
1344:driving
1260:History
1250:z-index
942:sprites
875:Eternam
847:Out Run
842:reality
834:Out Run
819:Out Run
790:skydome
541:Lincity
484:true 2D
462:appears
272:Polygon
90:scholar
3030:Shader
2802:Skybox
2787:Mode 7
2759:Layers
2658:
2517:
2507:p. 158
2422:Ambush
2035:
1970:
1962:
1888:Live2D
1654:Mattel
1598:was a
1576:Konami
1550:Zaxxon
1528:sprite
1499:Ambush
1495:Nippon
1399:Konami
1335:sitcom
1246:ZBrush
1141:dotted
1137:vector
1068:, and
1019:Mode 7
1014:Mode 7
1008:Mode 7
838:bitmap
794:sphere
709:sprite
685:Diablo
628:sprite
578:16-bit
287:Skybox
255:Sprite
234:Topics
92:
85:
78:
71:
65:"2.5D"
63:
3050:Voxel
3035:Texel
2736:Pixel
2064:(PDF)
2057:(PDF)
1968:S2CID
1833:, or
1538:Namco
1523:Turbo
1445:Taito
1356:Atari
1274:Taito
1231:icons
971:Rygar
781:level
738:Hexen
362:Lists
350:Voxel
156:Types
97:JSTOR
83:books
2774:2.5D
2656:ISBN
2634:2018
2515:ISBN
2489:2018
2305:2018
2259:Fonz
2205:2011
2166:2021
2145:2018
2120:2021
2099:2009
2072:2009
2033:ISBN
2009:2018
1960:PMID
1766:any
1764:cite
1720:and
1714:true
1685:Doom
1683:and
1648:and
1590:Irem
1437:Sega
1407:and
1389:, a
1330:Fonz
1300:Sega
1286:and
1233:and
1152:and
1081:and
1023:SNES
992:and
893:and
885:and
814:Sega
753:and
741:and
732:Doom
688:and
670:and
588:and
556:and
512:and
500:and
434:2.5D
69:news
2678:19.
2587:at
1952:doi
1777:by
1592:'s
1586:MSX
1578:'s
1536:by
1505:'s
1497:'s
1411:'s
1401:'s
1358:'s
1212:).
1166:or
1131:In
1089:in
832:In
796:or
656:In
552:In
508:in
448:or
52:by
3128::
2666:^
2654:,
2624:.
2613:^
2577:^
2513:,
2509:,
2505:,
2480:.
2468:^
2250:^
2230:^
2136:.
2089:.
1995:.
1991:.
1980:^
1966:.
1958:.
1948:83
1946:.
1916:^
1829:,
1668:.
1564:,
1433:.
1148:,
1077:,
1064:,
1025:.
1004:.
986:,
980:,
974:,
939:2D
878:.
765:.
735:,
729:,
723:,
694:.
574:2D
486:.
2896:)
2892:(
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2491:.
2307:.
2207:.
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2147:.
2122:.
2101:.
2074:.
2041:.
2011:.
1974:.
1954::
1835:z
1831:y
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1798:(
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1785:.
1771:.
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113:(
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104:(
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80:·
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46:.
23:.
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