{"id":65869,"date":"2018-04-24T10:18:19","date_gmt":"2018-04-24T10:18:19","guid":{"rendered":"http:\/\/www.kriativ-tech.com\/?p=65869"},"modified":"2018-07-24T15:13:21","modified_gmt":"2018-07-24T15:13:21","slug":"processos-de-otimizacao-grafica-para-recursos-3d-no-contexto-de-realidade-virtual","status":"publish","type":"post","link":"https:\/\/www.kriativ-tech.com\/?p=65869","title":{"rendered":"Processos de Otimiza\u00e7\u00e3o Gr\u00e1fica para Recursos 3D no Contexto de Realidade Virtual"},"content":{"rendered":"<p>[vc_row][vc_column width=&#8221;1\/2&#8243;][vc_custom_heading heading_semantic=&#8221;p&#8221; text_size=&#8221;h5&#8243; text_height=&#8221;fontheight-843833&#8243; text_font=&#8221;font-213936&#8243;]Kriativ-tech<br \/>\nVolume 1, Issue 1, March 2018, Pages: xxx<br \/>\nReceived: Nov. 28, 2017;<\/p>\n<p>Accepted: Dec. 8, 2017;<\/p>\n<p>Published: Feb. 24, 2018[\/vc_custom_heading][vc_custom_heading heading_semantic=&#8221;h3&#8243; text_size=&#8221;h3&#8243;]Authors[\/vc_custom_heading][vc_custom_heading heading_semantic=&#8221;p&#8221; text_size=&#8221;h5&#8243;]<\/p>\n<div class=\"aut_con\">\n<p><strong>Andr\u00e9 da Cruz Rodrigues<\/strong>,\u00a0ISTEC \u2013 Departamento de Estudos e Investiga\u00e7\u00e3o em Tecnologias de Informa\u00e7\u00e3o e Sociedade<\/p>\n<\/div>\n<div><\/div>\n<div class=\"aut_con\"><\/div>\n<p>[\/vc_custom_heading][\/vc_column][vc_column width=&#8221;1\/2&#8243;][vc_custom_heading]Media[\/vc_custom_heading][vc_button button_color=&#8221;accent&#8221; border_animation=&#8221;btn-ripple-out&#8221; border_width=&#8221;0&#8243; link=&#8221;url:http%3A%2F%2Fwww.kriativ-tech.com%2Fwp-content%2Fuploads%2F2018%2F02%2FANDRE-CRUZ.pdf||target:%20_blank|&#8221;]PDF[\/vc_button][vc_custom_heading heading_semantic=&#8221;h4&#8243; text_size=&#8221;h4&#8243;]To cite this article[\/vc_custom_heading][vc_custom_heading heading_semantic=&#8221;p&#8221; text_size=&#8221;h6&#8243;]Andr\u00e9 da Cruz Rodrigues,\u00a0Processos de Otimiza\u00e7\u00e3o Gr\u00e1fica para Recursos 3D no Contexto de Realidade Virtual<\/p>\n<p><strong>DOI:<\/strong>\u00a010.31112\/kriativ-tech-2018-01-03[\/vc_custom_heading][\/vc_column][\/vc_row][vc_row row_height_percent=&#8221;0&#8243; overlay_alpha=&#8221;50&#8243; gutter_size=&#8221;1&#8243; column_width_percent=&#8221;100&#8243; shift_y=&#8221;0&#8243; z_index=&#8221;0&#8243;][vc_column column_width_percent=&#8221;100&#8243; override_padding=&#8221;yes&#8221; column_padding=&#8221;1&#8243; overlay_alpha=&#8221;50&#8243; gutter_size=&#8221;0&#8243; medium_width=&#8221;0&#8243; mobile_width=&#8221;0&#8243; shift_x=&#8221;0&#8243; shift_y=&#8221;0&#8243; shift_y_down=&#8221;0&#8243; z_index=&#8221;0&#8243; width=&#8221;1\/1&#8243;][vc_custom_heading heading_semantic=&#8221;h3&#8243; text_size=&#8221;h3&#8243;]Abstract[\/vc_custom_heading][vc_custom_heading heading_semantic=&#8221;p&#8221; text_size=&#8221;h5&#8243; text_height=&#8221;fontheight-843833&#8243; text_font=&#8221;font-213936&#8243;]<span lang=\"EN-US\">The <\/span><span lang=\"EN-US\">purpose of the current article is to analyze the peculiarity of 3D asset visualization in virtual reality devices, as well as research the more adequate techniques in 3D production for this type of medium. Having into account that the demand of content for these systems could grow significantly in a near future, development pipelines more optimized for virtual reality could become gradually more relevant, particularly in the relation between graphic quality and performance. As regularly these contents are integrated in real-time engines, it might be important to establish a comparative approach about the production processes within the videogame industry. In the end of this study, we will try to set those comparative elements, present some conclusions about suitable workflows and help to define good practices through the development process<\/span><span lang=\"EN-US\">.<\/span>[\/vc_custom_heading][vc_empty_space empty_h=&#8221;2&#8243;][vc_custom_heading heading_semantic=&#8221;h3&#8243; text_size=&#8221;h3&#8243;]Keywords[\/vc_custom_heading][vc_custom_heading heading_semantic=&#8221;p&#8221; text_size=&#8221;h5&#8243;]<\/p>\n<div class=\"page\" title=\"Page 1\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span lang=\"EN-US\">Virtual Reality; 3D Modeling; Digital Sculpting; Texturing; Materials; Graphic Engines.<\/span><\/p>\n<\/div>\n<\/div>\n<\/div>\n<p>[\/vc_custom_heading][\/vc_column][\/vc_row][vc_row][vc_column column_width_percent=&#8221;100&#8243; overlay_alpha=&#8221;50&#8243; gutter_size=&#8221;0&#8243; medium_width=&#8221;0&#8243; mobile_width=&#8221;0&#8243; shift_x=&#8221;0&#8243; shift_y=&#8221;0&#8243; shift_y_down=&#8221;0&#8243; z_index=&#8221;0&#8243; width=&#8221;1\/1&#8243;][vc_custom_heading heading_semantic=&#8221;h3&#8243; text_size=&#8221;h3&#8243;]References[\/vc_custom_heading][vc_custom_heading heading_semantic=&#8221;p&#8221; text_size=&#8221;h5&#8243; text_height=&#8221;fontheight-843833&#8243; text_font=&#8221;font-213936&#8243;]<\/p>\n<div class=\"ref_item\">\n<div class=\"ref_num\">\n<p>[1] Steuer, J. (1993). Defining Virtual Reality: Dimensions Determining Telepresence. Stanford University.<\/p>\n<p>[2] Statista \u2013 The Statistics Portal (2017). Virtual Reality (VR) \u2013 Statistics &amp; Facts. Retirado de https:\/\/www.statista.com\/topics\/2532\/virtual-reality-vr<\/p>\n<p>[3] Lamkin, P (2017). Wareable \u2013 The best smartphone headsets for VR apps. Retirado de https:\/\/www.wareable.com\/vr\/best-smartphone-headsets-mobile-vr-apps-1655<\/p>\n<p>[4] Dur\u00e3es, L. (2015). O Cinema de Anima\u00e7\u00e3o 3D em Sistemas de Realidade Virtual: Explora\u00e7\u00e3o dos Modos de Visualiza\u00e7\u00e3o e do Foco da Narrativa, 45-54. Universidade do Porto.<\/p>\n<p>[5] Afonso, L. (2016). Intera\u00e7\u00e3o em Realidade Virtual usando dispositivos m\u00f3veis, 3-16. Universidade de Aveiro.<\/p>\n<p>[6] Castro, D. (2015). Estudo Focado no Utilizador de Software Gratuito para Modela\u00e7\u00e3o e Visualiza\u00e7\u00e3o 3D Realista, 13-15 e 64-65. Instituto Superior de Engenharia do Porto.<\/p>\n<p>[7] Santos, S. (2016). Impress\u00e3o 3D \u2013 Perspetivas de Ado\u00e7\u00e3o na Ind\u00fastria Portuguesa, 19-29. Universidade Nova de Lisboa.<\/p>\n<p>[8] Vasconcelos J. B. &amp; Ribeiro, N. (2013). Tecnologias de Programa\u00e7\u00e3o de Jogos, 60-72. FCA \u2013 Editora de Inform\u00e1tica, LDA.<\/p>\n<p>[9] McDermott, W. (2015a). The Comprehensive PBR Guide by Allegorithmic Vol. 1 \u2013 The theory of Physically-Based Rendering and Shading. Retirado de https:\/\/www.allegorithmic.com\/system\/files\/software\/download\/build\/PBR_Guide_Vol.1.pdf<\/p>\n<p>[10] Tan, J. (2017). Sculpt a Total War game character with Zbrush \u2013 3D Artist Magazine, n\u00ba 109, 48-53. Future Publishing Ltd.<\/p>\n<p>[11] McDermott, W. (2015b). The Comprehensive PBR Guide by Allegorithmic Vol. 2 \u2013 Light and Matter: Pratical guidelines for creating PBR texturing. Retirado de https:\/\/www.allegorithmic.com\/system\/files\/software\/download\/build\/PBR_volume_02_rev05.pdf<\/p>\n<p>[12] Usher, W. (2016). Cinema Blend &#8211; VR Games at E3 Were Making People Sick. Retirado de https:\/\/www.cinemablend.com\/games\/1525170\/vr-games-at-e3-were-making-people-sick-get-the-details<\/p>\n<p>[13]Hayes, P. (2017). Em entrevista \u00e0 3D World Magazine &#8211; VR Game <u>Modeling<\/u>, n\u00ba 219, 18-19. Future Publishing.<\/p>\n<p>[14] Hales, M (2016). Medium \u2013 Keep it Canny &#8211; Asset Preparation for Virtual Reality. Retirado de https:\/\/medium.com\/@Hales\/keeping-it-canny-asset-preparation-for-virtual-reality-659d46001976<\/p>\n<p>[15] Kinney, J. (2016). The Game Artists Guide to VR \u2013 3D World Magazine, n\u00ba 203, 41-49. Future Publishing.<\/p>\n<p>[16] Hales, M (2016). Medium \u2013 Keep it Canny &#8211; Asset Preparation for Virtual Reality. Retirado de https:\/\/medium.com\/@Hales\/keeping-it-canny-asset-preparation-for-virtual-reality-659d46001976<\/p>\n<p>[17] Homer, S. (2017). Em entrevista \u00e0 3D World Magazine &#8211; VR Game Modeling, n\u00ba 219, 22-23. Future Publishing.<\/p>\n<\/div>\n<\/div>\n<p>[\/vc_custom_heading][\/vc_column][\/vc_row]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Author: Andr\u00e9 Cruz<br \/>\nDOI: 10.31112\/kriativ-tech-2018-01-03<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[66],"tags":[],"_links":{"self":[{"href":"https:\/\/www.kriativ-tech.com\/index.php?rest_route=\/wp\/v2\/posts\/65869"}],"collection":[{"href":"https:\/\/www.kriativ-tech.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.kriativ-tech.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.kriativ-tech.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.kriativ-tech.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=65869"}],"version-history":[{"count":5,"href":"https:\/\/www.kriativ-tech.com\/index.php?rest_route=\/wp\/v2\/posts\/65869\/revisions"}],"predecessor-version":[{"id":65963,"href":"https:\/\/www.kriativ-tech.com\/index.php?rest_route=\/wp\/v2\/posts\/65869\/revisions\/65963"}],"wp:attachment":[{"href":"https:\/\/www.kriativ-tech.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=65869"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.kriativ-tech.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=65869"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.kriativ-tech.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=65869"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}