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Texture Atlas Creation Approaches Within Maya: A Comparative Study.

机译:Maya中的纹理图集创建方法:比较研究。

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摘要

Texture atlases are commonly used to reduce draw calls, and therefore decrease render time in real-time games. While this is common practice, little empirical research has been done on the effects of texture atlases on image quality and render time as compared un-atlased textures. In two studies, this research examined multiple tools (Ninja UV, Easy Atlas, and Texture Atlas Creator) that work in conjunction with Autodesk's Maya and compared their performance in render time and image quality. Results indicated that texture atlases predictably reduce render time, which is influenced by the number of original textures and sub-objects in atlased models, and primarily, by draw calls. Additionally, tools that reconfigured UVs in Maya and sampled from original textures produced superior image quality in comparison to other tools. Study 2 examined unique methods of allocating space within an atlas (world space, object space, and tiled) using Texture Atlas Creator, as well as the impact of various model properties on image quality. This study indicated that image quality in atlases increases as more sub-objects and textures are included, but decreases as a factor of triangle count and number of pixels in the original textures. Analysis of space allocation found that texture atlases created with World Space space allocation a power of 2 lower than a tiled texture atlas (i.e. World Space 210 and Tiled 2 11) were not significantly different from each other in terms of color difference. The results of this research indicate that game developers may be able to save file size by creating smaller more efficient texture atlases using World Space allocation.
机译:纹理地图集通常用于减少绘制次数,因此减少了实时游戏中的渲染时间。尽管这是很常见的做法,但与非地图集纹理相比,关于纹理地图集对图像质量和渲染时间的影响的实证研究很少。在两项研究中,这项研究检查了可与Autodesk Maya配合使用的多种工具(Ninja UV,Easy Atlas和Texture Atlas Creator),并比较了它们在渲染时间和图像质量方面的性能。结果表明,纹理图集可预测地减少渲染时间,这受图集模型中原始纹理和子对象的数量(主要是绘制调用)的影响。此外,与其他工具相比,在Maya中重新配置UV并从原始纹理中采样的工具产生了更高的图像质量。研究2研究了使用Texture Atlas Creator在地图集内分配空间(世界空间,对象空间和图块)的独特方法,以及各种模型属性对图像质量的影响。这项研究表明,地图集中的图像质量会随着包含更多子对象和纹理而提高,但由于三角形数量和原始纹理中像素数的影响而降低。对空间分配的分析发现,使用“世界空间”空间分配创建的纹理图集比平铺纹理图集(即“世界空间210”和“平铺2 11”)的幂低2,彼此之间的色差没有显着差异。这项研究的结果表明,游戏开发商可以通过使用World Space分配创建更小的更有效的纹理图集来节省文件大小。

著录项

  • 作者

    Spalla, Ivan.;

  • 作者单位

    Purdue University.;

  • 授予单位 Purdue University.;
  • 学科 Computer science.
  • 学位 M.S.
  • 年度 2017
  • 页码 73 p.
  • 总页数 73
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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