Title
Polygon reduction for collision using navigation Voxel and QEM.
Abstract
This paper presents an efficient approach for polygon reduction for collision. In general, collision models are used to detect intersection with the player model. In game production, an artist can use software like SIMPLYGON (by Microsoft Corporation) with a weight painting future to create a collision model. Weight painting work is time consuming for the artist because there are a lot of environment maps that need to be painted. Also, a lot of teams don't have access to software like SIMPLYOGN and need to create the collision models by hand. This paper proposes an approach to detect an area that a player can walk around in the form of navigation voxels. This means it can detect which areas need more polygons and which areas need less. Then it can use this information to reduce the polygons where needed. This method keeps the artist workflow in mind and it can reduce amount of work the artist is required to do.
Year
DOI
Venue
2018
10.1145/3284398.3284428
VRCAI '18: International Conference on Virtual Reality Continuum and its Applications in Industry Tokyo Japan December, 2018
Keywords
Field
DocType
Collision, Polygon Reduction, QEM, Real-time
Voxel,Computer vision,Polygon,Computer graphics (images),Computer science,Painting,Collision,Software,Artificial intelligence,Collision model,Workflow
Conference
Volume
ISBN
Citations 
146
978-1-4503-6087-6
0
PageRank 
References 
Authors
0.34
2
2
Name
Order
Citations
PageRank
Eitaro Iwabuchi100.34
Koji Mikami2128.00