{"title":"Polygon reduction for collision using navigation Voxel and QEM","authors":"Eitaro Iwabuchi, Koji Mikami","doi":"10.1145/3284398.3284428","DOIUrl":null,"url":null,"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.","PeriodicalId":340366,"journal":{"name":"Proceedings of the 16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"28 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3284398.3284428","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
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.