IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Julian Knodt, Xifeng Gao
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引用次数: 0

摘要

由于应用程序的大小限制以及 GPU 数据传输等运行时成本,保持高效内存的 3D 资产对游戏开发至关重要。之前有关三维建模的大部分工作都集中在减少三角形数量上,但很少有工作集中在减少纹理大小上。我们提出了一种自动方法来减少三维模型的纹理大小,同时保持原始输入的渲染外观。我们方法的两个核心部分是(1) 重叠相同的 UV 图表,并通过最佳传输优化折叠图表中的镜像区域;以及 (2) 在不反转 UV 网格的情况下,以 UV 感知和纹理感知的方式雕刻冗余和空洞纹理。第一种方法可以创建额外的空白空间,第二种方法可以去除空白空间,两者结合可以大大提高 UV 网格在较低纹理分辨率下的像素利用率。我们的方法既稳健又通用,可以处理具有任意 UV 布局和多种纹理的三维模型,而无需修改三维网格。我们在谷歌扫描对象数据集的 110 个模型和 Sketchfab 的 64 个模型上评估了我们的方法。与其他方法相比,我们的方法在渲染相似度方面平均高出 1-3 dB PSNR,并在视觉对比中减少了像素化现象。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Texture Size Reduction Through Symmetric Overlap and Texture Carving
Maintaining memory efficient 3D assets is critical for game development due to size constraints for applications, and runtime costs such as GPU data transfers. While most prior work on 3D modeling focuses on reducing triangle count, few works focus on reducing texture sizes. We propose an automatic approach to reduce the texture size for 3D models while maintaining the rendered appearance of the original input. The two core components of our approach are: (1) Overlapping identical UV charts and folding mirrored regions within charts through an optimal transport optimization, and (2) Carving redundant and void texels in a UV-aware and texture-aware way without inverting the UV mesh. The first component creates additional void space, while the second removes void space, and their combination can greatly increase texels utilized by the UV mesh at lower texture resolutions. Our method is robust and general, and can process a 3D model with arbitrary UV layout and multiple textures without modifying the 3D mesh. We evaluate our approach on 110 models from the Google Scanned Object dataset and 64 models from Sketchfab. Compared to other approaches, ours has on average 1-3 dB PSNR higher rendering similarity and reduces pixelation in visual comparisons.
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来源期刊
ACM Transactions on Graphics
ACM Transactions on Graphics 工程技术-计算机:软件工程
CiteScore
14.30
自引率
25.80%
发文量
193
审稿时长
12 months
期刊介绍: ACM Transactions on Graphics (TOG) is a peer-reviewed scientific journal that aims to disseminate the latest findings of note in the field of computer graphics. It has been published since 1982 by the Association for Computing Machinery. Starting in 2003, all papers accepted for presentation at the annual SIGGRAPH conference are printed in a special summer issue of the journal.
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