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.
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.