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・ 20 Classics of the 80's
・ 20 cm leichter Ladungswerfer
・ 20 cm Luftminenwerfer M 16
・ 20 cm/50 3rd Year Type naval gun
・ 2.01 (Buran-class spacecraft)
・ 2.02 (Buran-class spacecraft)
・ 2.03 (Buran-class spacecraft)
・ 2.13.61
・ 2.2.2-Cryptand
・ 2.2.2-Propellane
・ 2.25-Inch Sub-Caliber Aircraft Rocket
・ 2.34mm rimfire
・ 2.4 Metre
・ 2.5
・ 2.5-millimeter band
2.5D
・ 2.5D (disambiguation)
・ 2.5D (machining)
・ 2.5D (visual perception)
・ 2.8 cm sPzB 41
・ 2/1 game forcing
・ 2/10th Armoured Regiment (Australia)
・ 2/10th Battalion (Australia)
・ 2/10th Commando Squadron (Australia)
・ 2/10th Field Regiment (Australia)
・ 2/11th Armoured Car Regiment (Australia)
・ 2/11th Battalion (Australia)
・ 2/11th Commando Squadron (Australia)
・ 2/11th Field Regiment (Australia)
・ 2/12th Battalion (Australia)


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2.5D : ウィキペディア英語版
2.5D

2.5D ("two-and-a-half-dimensional"), ¾ perspective, and pseudo-3D are terms, mainly in the video game industry, used to describe either 2D graphical projections and similar techniques used to cause a series of images (or scenes) to simulate the appearance of being three-dimensional (3D) when in fact they are not, or gameplay in an otherwise three-dimensional video game that is restricted to a two-dimensional plane or has a virtual camera with a fixed angle. By contrast, games using 3D computer graphics without such restrictions are said to use ''true 3D''.
Common in video games, these projections have also been useful in geographic visualization (GVIS) to help understand visual-cognitive spatial representations or 3D visualization.〔MacEachren, Alan. "GVIS Facilitating Visual Thinking." In How Maps Work: Representation, Visualization, and Design, 355–458. New York: The Guilford Press, 1995.〕
The terms ¾ perspective and ¾ view trace their origins to portraiture and facial recognition, where they are used to describe a view of a person's face which is partway between a frontal view and a side view.
== Computer graphics ==


抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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