본문 바로가기
KERD
논문KCI 등재

A Study on efficient shading techniques for low polygon models using point clouds in Unity3D

0

조회

0

다운로드

0

인용

0

참고문헌

키워드

초록

The use of polygon models using point cloud is continuously studied. These studies are mostly techniques using models generated for high-polygon models. Most high-polygon models used in video games today express spectacular effects based on high performance. However, games that utilize colorful effects and high quality resources are not the only ones that satisfy the satisfaction level. Depending on the content, the low-polygon model may be used intentionally. In indie games, low-polygon models have been produced with low accessibility, and games that utilize them have been continuously developed. Therefore, this study suggests ways to utilize point cloud data to create and shade low polygon models in response to these changes. Generating several models, each model shares one texture and processes shading. Finally, conduct an experiment comparing the results of the light map technique.

Abstract

The use of polygon models using point cloud is continuously studied. These studies are mostly techniques using models generated for high-polygon models. Most high-polygon models used in video games today express spectacular effects based on high performance. However, games that utilize colorful effects and high quality resources are not the only ones that satisfy the satisfaction level. Depending on the content, the low-polygon model may be used intentionally. In indie games, low-polygon models have been produced with low accessibility, and games that utilize them have been continuously developed. Therefore, this study suggests ways to utilize point cloud data to create and shade low polygon models in response to these changes. Generating several models, each model shares one texture and processes shading. Finally, conduct an experiment comparing the results of the light map technique.

참고문헌 (15)

  1. 박재욱, "Depth Occlusion을 이용한 멀티플 프로젝티브 텍스처 매핑", 애니메이션연구, 11(1), pp.86~97 (2015), 한국애니메이션학회
  2. Zhou, K, "TextureMontage", ACM SIGGRAPH, pp.1148~1155 (2005)
  3. 서웅, "RGB-D 영상으로 복원한 점 집합을 위한 고화질 텍스쳐 추출", 한국컴퓨터그래픽스학회논문지, 24(3), pp.61~71 (2018), (사)한국컴퓨터그래픽스학회[DOI]
  4. 권혁주, "실시간 모바일 레이트레이싱 하드웨어를 위한 소프트 쉐도우 생성 기법", 한국컴퓨터그래픽스학회논문지, 23(3), pp.55~64 (2017), (사)한국컴퓨터그래픽스학회[DOI]
  5. 민혜정, "GPU 가속을 이용한 점집합 렌더링을 위한 전역 조명기법", 한국컴퓨터그래픽스학회논문지, 26(1), pp.7~15 (2020), (사)한국컴퓨터그래픽스학회[DOI]
  6. Lee Joong-yeon, "Real-time shadow generation using image-based techniques", Journal of the Computer Graphics Society, 7(1), pp.27~35 (2001)
  7. 박소영, "증강현실을 위한 GPU 기반 실시간 광원 추정 기법", 정보과학회논문지, 46(1), pp.1~8 (2019), 한국정보과학회[DOI]
  8. Room tillage, "A study on the effective lighting stage in Unreal 4", Korean Society of Computer Information, 26(1), pp.159~162 (2018)
  9. 이재원, "Interior Mapping이 적용된 3D 게임의 렌더링 성능 평가", 한국게임학회 논문지, 19(6), pp.49~60 (2019), 한국게임학회
  10. Mitchell, Jason, "Shading in valve's source engine", Acm siggraph 2006 course, pp.129~142 (2006)
  11. Kazhdan, Michael, "Poisson surface reconstruction", Proceedings of the fourth Eurographics symposium on Geometry processing, 7 (2006)
  12. 김용관, "3차원 로우 폴리곤캐릭터의 효율적 얼굴 애니메이션 제작을 위한 와이어프레임 최적화 패턴 연구", 애니메이션연구, 11(5), pp.77~91 (2015), 한국애니메이션학회
  13. 김성구, "밉맵 기반의 지연된 부드러운 그림자 매핑", 정보과학회논문지, 43(4), pp.399~403 (2016), 한국정보과학회
  14. Kim Sung-gu, "Soft shadow mapping based on delayed shading", Journal of Academic Presentation of the Korean Society of Information Sciences, pp.1324~1326 (2015)
  15. 진기호, "3차원 공간자료의 저장 공간 최적화를 고려한 텍스쳐 생성기법 연구", 디지털콘텐츠학회논문지, 15(4), pp.457~464 (2014), 한국디지털콘텐츠학회[DOI]

관련 논문AI추천

이 간행물의 다른 논문 (13건)