Name: | Description: | Size: | Format: | |
---|---|---|---|---|
7.26 MB | Adobe PDF |
Authors
Advisor(s)
Abstract(s)
Os videojogos têm cada vez mais requerido por maior realismo nos seus títulos. Para tal, a área
da modelação 3D tem procurado acompanhar com a contínua evolução dos softwares utilizados
em produção. Porém, e apesar dos avanços significativos na tecnologia, constata-se que o
pipeline de produção de modelos, mantêm-se tedioso e custoso para os artistas 3D. Surge nesta
temática, a técnica de fotogrametria, que procura introduzir uma inovação à estrutura de
desenvolvimento de assets fotorrealistas. Através do uso de fotografias, a fotogrametria,
converte a informação 2D na criação de um modelo 3D, distanciando-se de uma composição
artística para uma mais técnica. Como tal, neste projeto procurou-se compreender a
viabilidade da mesma em replicar objetos reais, porém em ambiente amador, sem a quantidade
e capacidade de recursos disponíveis às empresas triple A. Foi feito um levantamento e análise
de pipelines existentes, sobretudo ao nível dos softwares utilizados nas diferentes fases, para
a organização de um fluxo de trabalho para este projeto. Com essa finalidade aplicou-se a
técnica de fotogrametria em sete objetos escolhidos, de modo a averiguar as vantagens e
desvantagens que esta técnica traz para a área da modelação 3D e como ela é implementada
nos pipelines de produção de jogos de hoje. Executou-se em um dos objetos a técnica padrão
de modelação, para análise e comparação de resultados entre ambas. Através da análise dos
resultados obtidos, constatou-se que apesar de algumas limitações e inconvenientes que a
técnica de fotogrametria possui, como maiores custos de equipamento, necessidade de
deslocações aos locais de captura, e uma alteração do foco da experiência de trabalho, as suas
vantagens demonstram ser mais relevantes. A técnica permitiu, mesmo em condições
amadores, a construção de assets com maior naturalidade de formas e com melhor qualidade
de texturas, simultaneamente, reduzindo os tempos de produções do pipeline em quase metade
do tempo em comparação à técnica tradicional. Comprovou-se que é uma opção viável, na
construção de assets fotorrealistas encontrando-se como preferível na construção de ambientes
ou objetos que procurem replicar com exatidão a realidade.
Video games has increasingly been demanding greater realism in their titles. To this end, the area of 3D modeling has sought to keep up with the continuous evolution of the software’s used in production. However, despite significant advances in technology, it appears that the model production pipeline remains tedious and time consuming for 3D artists. It appears in this thematic, the technique of Photogrammetry, which seeks to introduce an innovation to the structure of development of photorealistic assets. Through the use of photographs, photogrammetry converts 2D information into the creation of a 3D model, distancing itself from an artistic composition to one more technical. Therefore, this project aimed to understand the viability of replicating real objects in an amateur environment, without the amount and capacity of resources available to triple A companies. A survey and analysis of the existing pipelines was made, especially in around the software’s used in the different phases, in order to organize a workflow for this project. For this purpose, the technique was applied to seven chosen objects, in order to ascertain the advantages and disadvantages that this technique brings to the area of 3D modeling and figure how it is implemented in today's game production pipelines. One of the objects, was also produced with the standard modeling technique to analyze and compare results between both techniques. Through the analysis of the results, it was found that despite some limitations and drawbacks that the photogrammetry technique has, such as higher equipment costs, the necessity to travel to the capture sites, and a change in the focus of the work experience, its advantages prove more relevant. Even in amateur conditions, the technique has allowed the construction of more naturally shaped and better texture quality assets, simultaneously reducing pipeline production times by almost half compared to the traditional technique. It has been proven to be a viable option in the construction of photorealistic assets and is preferable in the construction of environments or objects that seek to accurately replicate reality.
Video games has increasingly been demanding greater realism in their titles. To this end, the area of 3D modeling has sought to keep up with the continuous evolution of the software’s used in production. However, despite significant advances in technology, it appears that the model production pipeline remains tedious and time consuming for 3D artists. It appears in this thematic, the technique of Photogrammetry, which seeks to introduce an innovation to the structure of development of photorealistic assets. Through the use of photographs, photogrammetry converts 2D information into the creation of a 3D model, distancing itself from an artistic composition to one more technical. Therefore, this project aimed to understand the viability of replicating real objects in an amateur environment, without the amount and capacity of resources available to triple A companies. A survey and analysis of the existing pipelines was made, especially in around the software’s used in the different phases, in order to organize a workflow for this project. For this purpose, the technique was applied to seven chosen objects, in order to ascertain the advantages and disadvantages that this technique brings to the area of 3D modeling and figure how it is implemented in today's game production pipelines. One of the objects, was also produced with the standard modeling technique to analyze and compare results between both techniques. Through the analysis of the results, it was found that despite some limitations and drawbacks that the photogrammetry technique has, such as higher equipment costs, the necessity to travel to the capture sites, and a change in the focus of the work experience, its advantages prove more relevant. Even in amateur conditions, the technique has allowed the construction of more naturally shaped and better texture quality assets, simultaneously reducing pipeline production times by almost half compared to the traditional technique. It has been proven to be a viable option in the construction of photorealistic assets and is preferable in the construction of environments or objects that seek to accurately replicate reality.
Description
Keywords
Assets Fotorrealistas Estudo de Caso Fotogrametria Jogos Digitais Modelação 3d