~/talk

ACMGVR: Architecturally Consistent Mazes for Games in Virtual Reality

Talkat CHI PLAY 2024 · 2024-10-14..10-17· [webxr]
name:Puru Ojha
links:none on file
links:none on file
slides:none on file

Claims a runtime system that procedurally generates architecturally consistent mazes using two block types (section walls and connecting corridors), places walls by depth‑first search checking forward/left/right, and records the layout in a graph with triggers for player position and direction. It compresses large virtual layouts into smaller real areas via overlapping architecture, supports multi‑path traversal, produces distinct customizable mazes for physical areas exceeding 4x4 meters, and demo shows overlapping sections reuse the same physical space successfully.

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