Modern video games are rapidly growing in size and scale, and to create rich and interesting environments, a large amount of content is needed. As a consequence, often several thousands of detailed 3D assets are used to create a single scene. As each asset's polygon mesh can contain millions of polygons, the number of polygons that need to be drawn every frame may exceed several billions. Therefore, the computational resources often limit how many detailed objects that can be displayed in a scene. To push this limit and to optimize performance one can reduce the polygon count of the assets when possible. Basically, the idea is that an object at farther distance from the capturing camera, consequently with relatively smaller screen size, its polygon count may be reduced without affecting the perceived quality. Level of Detail (LOD) refers to the complexity level of a 3D model representation. The process of removing complexity is often called LOD reduction and can be done automatically with an algorithm or by hand by artists. However, this process may lead to deterioration of the visual quality if the different LODs differ significantly, or if LOD reduction transition is not seamless. Today the validation of these results is mainly done manually requiring an expert to visually inspect the results. However, this process is slow, mundane, and therefore prone to error. Herein we propose a method to automate this process based on the use of deep convolutional networks. We report promising results and envision that this method can be used to automate the process of LOD reduction testing and validation.
翻译:现代电子游戏在规模和规模上迅速增长,为了创造丰富和有趣的环境,需要大量内容。因此,往往需要数万个详细的三维资产来创建单一场景。由于每个资产的多边形网格可以包含数以百万计的多边形,每个框架需要绘制的多边形的数量可能超过数十亿。因此,计算资源往往限制可以在场景中显示的多少详细对象。为了推动这一限制和优化性能,人们可以尽可能减少资产的多边形数。基本上,这种想法是,一个距离摄像头更远的物体,因此屏幕尺寸相对较小,其多边形数可以减少,而不影响所感知的质量。由于每个资产的多边形网形网形的多边网形网形可以包含数以百万计的多多边形网形网形,因此,详细号(LOD)是指3D模型代表的复杂程度,因此,每个框架的复杂程度通常称为LOD减少,可以通过算法或艺术家手法自动完成。但是,如果不同的LODD值差异很大,或者LOD减少的转换过程并不完美。今天,这些结果的校正的校正的校准,我们用一个压方法来进行。