How to realise models suitable for efficient visualisation within real time rendering applications is the aim of this text. In particular, it deals with the problem of segmenting laser scanning data and how these are then subjected to a twofold simplification process: one for areas characterised by high detail and one for areas with low or no curvature. Another topic that will be addressed is that of defining the topological rules of low-detail models so that they are suitable for interactive visualisation without any gaps or shading errors. Finally, the theme of texturing for the perceptive improvement of models through “irregular” textures, i.e. suitable for one and only one model, or “regular”, i.e. subject to repetition, will be considered. Here too, the segmentation and hierarchization of the urban layout and the constituent elements of the individual buildings has a priority role as it links architectural reading to computer reading with the aim of the perceptive and visual effectiveness of the digital model.

Fantini, F. (2025). Modelli 3D polifunzionali: ottimizzazione e caratterizzazione per il game engine. Roma : Edizioni Quasar [10.48235/1180].

Modelli 3D polifunzionali: ottimizzazione e caratterizzazione per il game engine

Filippo Fantini
Primo
Methodology
2025

Abstract

How to realise models suitable for efficient visualisation within real time rendering applications is the aim of this text. In particular, it deals with the problem of segmenting laser scanning data and how these are then subjected to a twofold simplification process: one for areas characterised by high detail and one for areas with low or no curvature. Another topic that will be addressed is that of defining the topological rules of low-detail models so that they are suitable for interactive visualisation without any gaps or shading errors. Finally, the theme of texturing for the perceptive improvement of models through “irregular” textures, i.e. suitable for one and only one model, or “regular”, i.e. subject to repetition, will be considered. Here too, the segmentation and hierarchization of the urban layout and the constituent elements of the individual buildings has a priority role as it links architectural reading to computer reading with the aim of the perceptive and visual effectiveness of the digital model.
2025
CHIURO dal passato il futuro Metodi e strategie per la documentazione digitale di centri storici minori
167
186
Fantini, F. (2025). Modelli 3D polifunzionali: ottimizzazione e caratterizzazione per il game engine. Roma : Edizioni Quasar [10.48235/1180].
Fantini, Filippo
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11585/1016871
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