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A Study on efficient shading techniques for low polygon models using point clouds in Unity3DA Study on efficient shading techniques for low polygon models using point clouds in Unity3D

Authors
Hwang, In TaeLee, Seung HyunShim, Won HyungLee, Won Hyong
Issue Date
2020
Publisher
(사)한국컴퓨터게임학회
Keywords
triangular mesh; computer graphics; point cloud; texture generation
Citation
한국컴퓨터게임학회논문지, v.33, no.4, pp 127 - 137
Pages
11
Journal Title
한국컴퓨터게임학회논문지
Volume
33
Number
4
Start Page
127
End Page
137
URI
https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/48162
DOI
10.22819/kscg.2020.33.4.012
ISSN
1976-6513
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.
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Graduate School of Advanced Imaging Sciences, Multimedia and Film > Department of Imaging Science and Arts > 1. Journal Articles

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