3D Asset Size Reduction using Mesh Retopology and Normal Texture Mapping

Srujan Pant, Kunal Negi, S. Srivastava
{"title":"3D Asset Size Reduction using Mesh Retopology and Normal Texture Mapping","authors":"Srujan Pant, Kunal Negi, S. Srivastava","doi":"10.1109/ICAC3N53548.2021.9725549","DOIUrl":null,"url":null,"abstract":"There has been a discerning trend over the past few years that increasingly, games have become more and more graphically immersive. A considerable part of this is due to the shift in trend towards photo-realism. This high detail look is often the main selling point of many video games. Such highly detailed work draws in the player’s attention and makes the game more immersive than ever. However, this also brings in some associated problems like increased asset size, loading and rendering time. Many games load in low detailed models and, based on the player’s field of view and rendering distance, change the level of detail. These games do this to overcome the increased render time and GPU load large size assets have. This paper aims to present a new method to generate a singular 3D model with high enough details and small asset size, eliminating the requirement of constantly switching between the low and high detailed versions of 3D models. The presented approach addresses switching between objects by retopologising the meshes and baking the textures directly onto a singular 3D model, thus reducing the geometry while maintaining the details. When applied to photo scanned 3D models or designer made high poly models, this technique not only preserves the original details of the models but also drastically reduces the asset size. This, in turn, reduces the rendering and loading time. The technique applies to large scale game projects and competitive online games, where loading times and rendering objects at higher distances (without compromising the LOD) are of utmost importance.","PeriodicalId":105548,"journal":{"name":"2021 3rd International Conference on Advances in Computing, Communication Control and Networking (ICAC3N)","volume":"31 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 3rd International Conference on Advances in Computing, Communication Control and Networking (ICAC3N)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICAC3N53548.2021.9725549","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

There has been a discerning trend over the past few years that increasingly, games have become more and more graphically immersive. A considerable part of this is due to the shift in trend towards photo-realism. This high detail look is often the main selling point of many video games. Such highly detailed work draws in the player’s attention and makes the game more immersive than ever. However, this also brings in some associated problems like increased asset size, loading and rendering time. Many games load in low detailed models and, based on the player’s field of view and rendering distance, change the level of detail. These games do this to overcome the increased render time and GPU load large size assets have. This paper aims to present a new method to generate a singular 3D model with high enough details and small asset size, eliminating the requirement of constantly switching between the low and high detailed versions of 3D models. The presented approach addresses switching between objects by retopologising the meshes and baking the textures directly onto a singular 3D model, thus reducing the geometry while maintaining the details. When applied to photo scanned 3D models or designer made high poly models, this technique not only preserves the original details of the models but also drastically reduces the asset size. This, in turn, reduces the rendering and loading time. The technique applies to large scale game projects and competitive online games, where loading times and rendering objects at higher distances (without compromising the LOD) are of utmost importance.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
使用网格重拓扑和法线纹理映射减少3D资产大小
过去几年出现了一个明显的趋势,即游戏在图像上变得越来越具有沉浸感。这在很大程度上是由于照片现实主义趋势的转变。这种高细节的外观通常是许多电子游戏的主要卖点。如此细致的工作吸引了玩家的注意力,使游戏比以往任何时候都更具沉浸感。然而,这也带来了一些相关的问题,如增加资产大小,加载和渲染时间。许多游戏加载低细节模型,并根据玩家的视野和渲染距离改变细节水平。这些游戏这样做是为了克服渲染时间和GPU负载的增加。本文旨在提出一种新的方法来生成足够高的细节和较小的资产大小的单一3D模型,消除了在3D模型的低和高细节版本之间不断切换的要求。提出的方法通过重新拓扑网格和烘烤纹理直接到一个单一的3D模型来解决对象之间的切换,从而在保持细节的同时减少几何形状。当应用于照片扫描的3D模型或设计师制作的高多边形模型时,这种技术不仅保留了模型的原始细节,而且大大减少了资产大小。这反过来又减少了渲染和加载时间。该技术适用于大型游戏项目和竞争性在线游戏,其中加载时间和渲染对象在更高距离(不影响LOD)是最重要的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
A Research on Handwritten Text Recognition (HTR) Strategies for English Words IoT based Energy Monitoring in Smart Home using Mobile Application Medical Image Processing from Large Datasets Using Deep Learning Design of FIR Filter using New Window Function to remove Noisy Signal Optimal Cyclic Shift Transposition based Data Hiding for Audio Steganography
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1