Material Shading Preview for Projection-Based Spatial Augmented Reality

Published: 6 August 2026| Version 1 | DOI: 10.17632/y9m5rmbzw9.1
Contributors:
Lunan Wu,
,

Description

This dataset contains the Unity project associated with the article: Wu, L., Morosi, F., and Caruso, G. (2026). “An Appearance Optimisation Method for Projection-Based Spatial Augmented Reality.” Electronics, 15, 2170. https://doi.org/10.3390/electronics15102170 The project supports the controlled Unity rendering stage of the screen-referenced, measurement-driven projection optimisation workflow described in the article. It uses albedo and normal maps to prepare screen-reference and projection-target renderings for the evaluation and optimisation of colour distribution and normal-induced shading appearance. The dataset includes the Assets, Packages, and ProjectSettings folders required to open and reproduce the Unity project. Please refer to the included README file for the Unity version, main scene, project structure, and operating instructions.

Files

Steps to reproduce

1. Download and extract the project archive. 2. Open the project in Unity using the version specified in: ProjectSettings/ProjectVersion.txt 3. Open the main scene: Assets/Scenes/SampleScene.unity 4. Import your own 4096 × 4096 albedo and tangent-space normal maps. - Albedo maps: Texture Type = Default, sRGB enabled - Normal maps: Texture Type = Normal map 5. In the Hierarchy, select MaterialSetController. In the Inspector, assign the albedo and normal maps to the corresponding elements of the Albedo Maps and Normal Maps arrays. Both arrays must have the same length. 6. Enter Play Mode. Use keys 1–9 and 0 to switch between material sets, A/N/B to change shading mode, and S to export the current ground-truth image. 7. Exported PNG files are saved in the Exports folder.

Institutions

Categories

Computer Graphics, Mechanical Engineering

Licence