Polygon reduction for collision using navigation Voxel and QEM

Eitaro Iwabuchi, Koji Mikami
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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.
使用导航体素和QEM进行碰撞多边形减少
提出了一种有效的碰撞多边形约简方法。通常,碰撞模型用于检测与玩家模型的交集。在游戏制作中,美工可以使用SIMPLYGON(由微软公司开发)这样的软件来创建碰撞模型。对于美工来说,重量绘制工作非常耗时,因为有很多环境地图需要绘制。而且,很多团队没有SIMPLYOGN这样的软件,需要手工创建碰撞模型。本文提出了一种以导航体素的形式检测玩家可以走动的区域的方法。这意味着它可以检测哪些区域需要更多的多边形,哪些区域需要更少的多边形。然后,它可以使用这些信息在需要的地方减少多边形。这种方法让美工的工作流程牢记在心,它可以减少美工需要做的工作量。
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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