Information

Abstract

This bachelor thesis can be divided into two sequential parts. The first part examines physically-based shader analyses their functionality. In this context, shader were studied in general, while discussing core elements like the rendering equation and the graphics pipeline. Physically-based shader were subsequently brought to close attention. In this step, the study deals with various real life phenomenons, that occur in reality and were successfully implemented in computer graphics. For this purpose, the BRDF (Bidirectional Reflection Distribution Function) was explained theoretically and analysed mathematically. The second part of this thesis covers the import of FBX files into the game engine Unity3D. The goal of this chapter is to modify the import process to the extend that material information won’t get lost. When importing FBX files into Unity3D, textures have to be assigned to Unity materials by default. Therefore, the Autodesk API is used to examine FBX files and gain necessary information regarding textures and materials. The thesis covers the use-case of uploading FBX files to a server, analysing these files, generating Unity files in a native format (AssetBundles) with correct material information and storing them into a database. A client, that synchronises itself with the database during run-time and loading these models into a visual scene was also implemented. In this context, the process of modeling 3D objects, including materials and textures is covered as well. The workflow was implemented as a network application in order to outsource the conversion process and therefore substantially decrease the consumption of computational power. The workflow defines necessary steps, to automate the assignment of textures to Unity materials. A solution for the use-case of including FBX files into unity applications during run-time is hereby presented.

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BibTeX

@bachelorsthesis{themmer-2018-fbx,
  title =      "Definition of a Workflow to Import FBX Models in Unity3D at
               Run-Time While Retaining Material Properties for Various
               Shader Types",
  author =     "Nicolas Themmer",
  year =       "2018",
  abstract =   "This bachelor thesis can be divided into two sequential
               parts. The first part examines physically-based shader
               analyses their functionality. In this context, shader were
               studied in general, while discussing core elements like the
               rendering equation and the graphics pipeline.
               Physically-based shader were subsequently brought to close
               attention. In this step, the study deals with various real
               life phenomenons, that occur in reality and were
               successfully implemented in computer graphics. For this
               purpose, the BRDF (Bidirectional Reflection Distribution
               Function) was explained theoretically and analysed
               mathematically. The second part of this thesis covers the
               import of FBX files into the game engine Unity3D. The goal
               of this chapter is to modify the import process to the
               extend that material information won’t get lost. When
               importing FBX files into Unity3D, textures have to be
               assigned to Unity materials by default. Therefore, the
               Autodesk API is used to examine FBX files and gain necessary
               information regarding textures and materials. The thesis
               covers the use-case of uploading FBX files to a server,
               analysing these files, generating Unity files in a native
               format (AssetBundles) with correct material information and
               storing them into a database. A client, that synchronises
               itself with the database during run-time and loading these
               models into a visual scene was also implemented. In this
               context, the process of modeling 3D objects, including
               materials and textures is covered as well. The workflow was
               implemented as a network application in order to outsource
               the conversion process and therefore substantially decrease
               the consumption of computational power. The workflow defines
               necessary steps, to automate the assignment of textures to
               Unity materials. A solution for the use-case of including
               FBX files into unity applications during run-time is hereby
               presented.",
  month =      nov,
  address =    "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
  school =     "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology ",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2018/themmer-2018-fbx/",
}