Design and Performance Evaluation of Soft 3D Models using Metaball in Unreal Engine 4

Youngsik Kim
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引用次数: 0

Abstract

Soft 3D models such as Slime need to use a variety of different animations in the same situation in order to show a natural dynamic appearance. Metaball can express soft objects well with a small amount of data, but it requires a lot of computation time for real-time rendering. Because of this, it is difficult to find models using Metaball in 3D games. This paper developed a 3D slime game character using Metaball by applying ray marching technique in Unreal Engine 4. In addition, 3D games including slime characters and general fixed game character models were produced and the performance of it were evaluated. Even if the number of slime characters is changed from 0 to 40, it has been verified that the rendering speed is maintained at 30 FPS (Frames Per Second) or more, so that the game can be played.
在虚幻引擎4中使用metball进行软三维模型的设计与性能评价
像Slime这样的软3D模型需要在相同的情况下使用各种不同的动画,以显示自然的动态外观。元球可以用少量的数据很好地表达软对象,但是实时渲染需要大量的计算时间。正因为如此,在3D游戏中使用metball很难找到模型。本文在虚幻引擎4中应用光线推进技术,利用metball开发了一个三维黏液游戏角色。此外,制作了包括黏液角色和一般固定游戏角色模型在内的3D游戏,并对其性能进行了评价。即使将黏液字符的数量从0更改为40,也已经验证了渲染速度保持在30 FPS(帧每秒)或更高,从而可以玩游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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