scholarly journals Comparison of methods and tools for generating levels of details of 3D models for popular game engines

2020 ◽  
Vol 17 ◽  
pp. 412-416
Author(s):  
Michał Tomecki

Computer games have come a long way since their inception using increasingly advanced graphics. With so many models present on the screen at the same time, simplified models are needed that will be replaced when they are further away from the camera in the game. The aim of the study was to compare the tool for automatic generation of model detail levels in Unity and Unreal Engine. The article presents the results of the equipment load test and the time needed for generation, as well as a survey checking the opinion of people.

2018 ◽  
Vol 23 (6) ◽  
pp. 99-113
Author(s):  
Sha LIU ◽  
Feng YANG ◽  
Shunxi WANG ◽  
Yu CHEN

2020 ◽  
Vol 12 (17) ◽  
pp. 6713
Author(s):  
Youngsoo Byun ◽  
Bong-Soo Sohn

Building Information Modeling (BIM) refers to 3D-based digital modeling of buildings and infrastructure for efficient design, construction, and management. Governments have recognized and encouraged BIM as a primary method for enabling advanced construction technologies. However, BIM is not universally employed in industries, and most designers still use Computer-Aided Design (CAD) drawings, which have been used for several decades. This is because the initial costs for setting up a BIM work environment and the maintenance costs involved in using BIM software are substantially high. With this motivation, we propose a novel software system that automatically generates BIM models from two-dimensional (2D) CAD drawings. This is highly significant because only 2D CAD drawings are available for most of the existing buildings. Notably, such buildings can benefit from the BIM technology using our low-cost conversion system. One of the common problems in existing methods is possible loss of information that may occur during the process of conversion from CAD to BIM because they mainly focus on creating 3D geometric models for BIM by using only floor plans. The proposed method has an advantage of generating BIM that contains property information in addition to the 3D models by analyzing floor plans and other member lists in the input design drawings together. Experimental results show that our method can quickly and accurately generate BIM models from 2D CAD drawings.


2017 ◽  
Vol 12 ◽  
pp. 79
Author(s):  
Adam Orlický

One of the modern methods of testing new systems and interfaces in vehicles is testing in a vehicle simulator. Providing quality models of virtual scenes is one of tasks for driver-car interaction interface simulation. Nowadays, there exist many programs for creating 3D models of road infrastructures, but most of these programs are very expensive or canÂtt export models for the following use. Therefore, a plug-in has been developed at the Faculty of Transportation Sciences in Prague. It can generate road infrastructure by Czech standard for designing roads (CSN 73 6101). The uniqueness of this plug-in is that it is the first tool for generating road infrastructure in NURBS representation. This type of representation brings more exact models and allows to optimize transfer for creating quality models for vehicle simulators. The scenes created by this plug-in were tested on vehicle simulators. The results have shown that with newly created scenes drivers had a much better feeling in comparison to previous scenes.


2011 ◽  
Vol 480-481 ◽  
pp. 956-961
Author(s):  
Chai Gang ◽  
Xiao Yu Huang

This paper studies the application of computer games in the popularization of forestry science knowledge and proposes a method of 3D game development based on Virtools platform, which creates 3D models in 3ds max and Maya, and then realizes the game functions in Virtools. This paper designs and develops a 3D game for the popularization of forestry science, gets a better balance between knowledge and game play, and enhances the users' interaction experience by adding the gamepad, which has great reference and practicability value. Computer games will play an increasingly important role in the popularization of forestry science.


Author(s):  
Claudia Lindner ◽  
Annette Ortwein ◽  
Kilian Staar ◽  
Andreas Rienow

AbstractElevation and visual data from Chang’E-2, Mars Viking, and MOLA were transformed into 3D models and environments using unity and unreal engine to be implemented in augmented (AR) and virtual reality (VR) applications, respectively. The workflows for the two game development engines and the two purposes overlap, but have significant differences stemming from their intended usage: both are used in educational settings, but while the AR app has to run on basic smartphones that students from all socio-economic backgrounds might have, the VR requires high-end PCs and can therefore make use of respective devices’ potential. Hence, the models for the AR app are reduced to the necessary components and sizes of the highest mountains on Luna and Mars, whereas the VR app contains several models of probe landing sites on Mars, a landscape containing the entire planet at multiple levels of detail and a complex environment. Both applications are enhanced for educational use with annotations and interactive elements. This study focuses on the transfer of scientific data into game development engines for the use in educational settings using the example of scales in extra-terrestrial environments.


2016 ◽  
Vol 2016 (3) ◽  
pp. 233-242 ◽  
Author(s):  
Владислав Колякин ◽  
Vladislav Kolyakin ◽  
Владимир Аверченков ◽  
Vladimir Averchenkov ◽  
Максим Терехов ◽  
...  

Virtual threedimensional (3 D) models of complex objects are used in many fields of science and engineering, such as architecture, industry, medicine, robotics. Besides, 3D models are used in geoinformation systems, computer games, virtual and supplemented reality and so on. Three dimensional models can be formed in dif-ferent ways, one of which consists in 3 D reconstruc-tion. One of the stages of the 3 D reconstruction of complex models of real objects is a definition of the mathematical models of geometric primitives emphasized on the image. One of the ways for the estimate of model parameters is a method of Hough vote and its modifications – Hough probabilistic transformation, Hough random transformation, Hough hierarchical transformation, phase space blurriness, use of a gra-dient of image brightness and so on. As an alternative way for models selection is a choice of suitable points from a set of data.


2020 ◽  
Vol 9 (2) ◽  
pp. 118
Author(s):  
Robert Olszewski ◽  
Mateusz Cegiełka ◽  
Urszula Szczepankowska ◽  
Jacek Wesołowski

Game engines are not only capable of creating virtual worlds or providing entertainment, but also of modelling actual geographical space and producing solutions that support the process of social participation. This article presents an authorial concept of using the environment of Cities: Skylines and the C# programming language to automate the process of importing official topographic data into the game engine and developing a prototype of a serious game that supports solving social and ecological problems. The model—developed using digital topographic data, digital terrain models, and CityGML 3D models—enabled the creation of a prototype of a serious game, later endorsed by the residents of the municipality, local authorities, as well as the Ministry of Investment and Economic Development.


2014 ◽  
Vol 23 (02) ◽  
pp. 1350028 ◽  
Author(s):  
Zahid Halim ◽  
Abdul Rauf Baig ◽  
Kashif Zafar

Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we present an evolutionary strategy based solution towards the automatic generation of two player board games. To guide the evolutionary process towards games, which are entertaining, we propose a set of metrics. These metrics are based upon different theories of entertainment in computer games. This work also compares the entertainment value of the evolved games with the existing popular board based games. Further to verify the entertainment value of the evolved games with the entertainment value of the human user a human user survey is conducted. In addition to the user survey we check the learnability of the evolved games using an artificial neural network based controller. The proposed metrics and the evolutionary process can be employed for generating new and entertaining board games, provided an initial search space is given to the evolutionary algorithm.


Author(s):  
Cecile Meier ◽  
Jose Luis Saorín ◽  
Alejandro Bonnet de León ◽  
Alberto Guerrero Cobos

This paper describes an experience to incorporate the realization of virtual routes about the sculptural heritage of a city in the classroom by developing a simulation of the urban environment using a video game engine. Video game engines not only allow the creation of video games but also the creation and navigation of in-teractive three-dimensional worlds. For this research, Roblox Studio has been used, a simple and intuitive program in which no previous programming skills are required. During the 2018/2019 academic year, a pilot experience was carried out with 53 secondary school students who were given the task of designing a virtual environment in which they had to include 3D models of the sculptural her-itage of the city of Santa Cruz de Tenerife. Before starting the experience, the par-ticipants answered a questionnaire to obtain a previous idea of the students' knowledge about the creation of video games. Once the activity was finished and in order to evaluate the result of the activity, the participants answered a final questionnaire. The students emphasized that after the activity they are more aware of the sculptural heritage of Santa Cruz and that they consider themselves capable of creating their own interactive worlds with Roblox.


Author(s):  
Y. Li ◽  
B. Wu

Abstract. Automatic 3D building reconstruction from laser scanning or photogrammetric point clouds has gained increasing attention in the past two decades. Although many efforts have been made, the complexity of buildings and incompletion of point clouds, i.e., data missing, still make it a challenging task for automatic 3D reconstruction of buildings in large-scale urban scenes with various architectural styles. This paper presents an innovative approach for automatic generation of 3D models of complex buildings from even incomplete point clouds. The approach first decomposes the 3D space into multiple space units, including 3D polyhedral cells, facets and edges, where the facets and edges are also encoded with topological-relation constraints. Then, the units and constraints are used together to approximate the buildings. On one hand, by extracting facets from 3D cells and further extracting edges from facets, this approach simplifies complicated topological computations. On the other hand, because this approach models buildings on the basis of polyhedral cells, it can guarantee that the models are manifold and watertight and avoid correcting topological errors. A challenging dataset containing 105 buildings acquired in Central, Hong Kong, was used to evaluate the performance of the proposed approach. The results were compared with two previous methods and the comparisons suggested that the proposed approach outperforms other methods in terms of robustness, regularity, and accuracy of the models, with an average root-mean-square error of less than 0.9 m. The proposed approach is of significance for automatic 3D modelling of buildings for urban applications.


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