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Sure.

The paper doesn't show topology, UVs or the output texture, so we're left to assume the models look something like what you'd find when using photogrammetry: triangulated blobs with highly segmented UV islands and very large textures. Fine for background elements in a 3D render, but unsuitable for use in a game engine or real-time pipeline.

In my job I've sometimes been given 3D scans and asked to include them in a game. They require extensive cleanup to become usable, if you care about visual quality and performance at all.



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