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3D MODEL VISUALIZATION ENHANCEMENTS IN REAL-TIME GAME ENGINES

机译:3D模型可视化在实时游戏发动机中的增强功能

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This paper describes two procedures used to disseminate tangible cultural heritage through real-time 3D simulations providing accurate-scientific representations. The main idea is to create simple geometries (with low-poly count) and apply two different texture maps to them: a normal map and a displacement map. There are two ways to achieve models that fit with normal or displacement maps: with the former (normal maps), the number of polygons in the reality-based model may be dramatically reduced by decimation algorithms and then normals may be calculated by rendering them to texture solutions (baking). With the latter, a LOD model is needed; its topology has to be quad-dominant for it to be converted to a good quality subdivision surface (with consistent tangency and curvature all over). The subdivision surface is constructed using methodologies for the construction of assets borrowed from character animation: these techniques have been recently implemented in many entertainment applications known as "retopology". The normal map is used as usual, in order to shade the surface of the model in a realistic way. The displacement map is used to finish, in real-time, the flat faces of the object, by adding the geometric detail missing in the low-poly models. The accuracy of the resulting geometry is progressively refined based on the distance from the viewing point, so the result is like a continuous level of detail, the only difference being that there is no need to create different 3D models for one and the same object. All geometric detail is calculated in real-time according to the displacement map. This approach can be used in Unity, a real-time 3D engine originally designed for developing computer games. It provides a powerful rendering engine, fully integrated with a complete set of intuitive tools and rapid workflows that allow users to easily create interactive 3D contents. With the release of Unity 4.0, new rendering features have been added, including DirectX 11 support. Real-time tessellation is a technique that can be applied by using such technology. Since the displacement and the resulting geometry are calculated by the GPU, the time-based execution cost of this technique is very low.
机译:本文介绍了通过实时3D模拟来传播有形文化遗产的两种程序,提供准确的科学的表示。主要思想是创建简单的几何形状(具有低聚计数)并向它们应用两个不同的纹理映射:正常地图和位移图。有两种方法可以实现适合普通或位移地图的模型:对于前者(普通地图),可以通过抽取算法大大减少现实模型中的多边形的数量,然后可以通过使它们呈现来计算法线纹理解决方案(烘焙)。随着后者,需要一个LOD模型;它的拓扑必须与其转换为优质的细分表面(以一致的切线和曲率全部曲率)转换为四处占主导地位。使用从角色动画借入的资产建造的方法构建细分表面:最近在许多被称为“视网膜学”的娱乐申请中实现了这些技术。正常地图用作惯常使用,以便以现实的方式遮住模型的表面。通过在低聚模型中添加缺少的几何细节,将位移图实时地实时完成对象的平面。基于视点的距离逐渐改进所得到的几何形状的准确性,因此结果类似于连续的细节水平,唯一的区别是不需要为一个和同一对象创建不同的3D模型。所有几何细节都是根据位移图实时计算的。这种方法可用于团结,最初专为开发计算机游戏设计的实时3D发动机。它提供了强大的渲染引擎,完全集成了一整套直观的工具和快速工作流程,允许用户轻松创建交互式3D内容。随着Unity 4.0的发布,已添加新的渲染功能,包括DirectX 11支持。实时曲面细分是一种通过使用这种技术可以应用的技术。由于由GPU计算出位移和所得到的几何形状,因此该技术的基于时间的执行成本非常低。

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