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ZHANG Chen, HE Biao, GUO Renzhong, MA Ding, CHEN Yebin. An approach to transforming oblique photogrammetric data into Unreal Engine 4 rendering resources[J]. Geomatics and Information Science of Wuhan University. doi: 10.13203/j.whugis20210574
Citation: ZHANG Chen, HE Biao, GUO Renzhong, MA Ding, CHEN Yebin. An approach to transforming oblique photogrammetric data into Unreal Engine 4 rendering resources[J]. Geomatics and Information Science of Wuhan University. doi: 10.13203/j.whugis20210574

An approach to transforming oblique photogrammetric data into Unreal Engine 4 rendering resources

doi: 10.13203/j.whugis20210574
Funds:

The National Natural Science Foundation of China (41930104).

  • Received Date: 2022-06-21
  • Objectives: The digital twin city seeks to restore virtually the geographic scene that is close to reality and provide the audience an immersive experience. 3D real urban scene is one of the key technologies to achieve the goal. Nowadays, the combination of Geographic Information System (GIS) and game engine becomes an industrial trend and provides new opportunities for 3D real urban scene. Oblique photogrammetric data, as being a fundamental data source for 3D urban modeling, is able to represent large-scale and high-precision scene. The game engine plays an excellent role in offering realistic effects and post-production systems that are greatly useful for geospatial data visualization. However, the diversity of specifications and formats of oblique photogrammetric data has caused many different data loading and transformation methods, resulting in a problem to be solved in 3D real urban scene. Methods: The study aims to propose a data transformation approach from oblique photogrammetric data to rendering resources in game engine. To stress, the proposed approach can allow us to load instantly massive amount of oblique photogrammetric data in Unreal engine, which is one of the most popular game engines. We further compared oblique photogrammetric data with rendering resources in game engine and discussed the significance of such a data transformation. The approach re-organizes the original structure of the data by parsing data into a tree structure that better suits transformation purposes. Also, the approach transforms respectively the geometry and texture data when iterating tree nodes, as well as considers the essential physical properties of rendering assets. All these features are combined into a package data format. Results: In the case study of Futian District, Shenzhen, the results show the proposed approach successfully converts oblique photogrammetric data to rendering resources in the Unreal Engine 4. In the transformation process, the geometrical structure and collision properties of triangular mesh are guaranteed, and color, bump and other visual elements of original data are kept in materials. The rendering resources are loaded to simulate the real urban scenarios at different time periods of a day in the Unreal Engine 4. Conclusions: The paper devises a novel approach which can convert the oblique photogrammetric data into rendering resource for a game engine to load and render, and meantime maintain the consistency of data's geometry and texture. For its scalability, it also supports parallel processing of large-scale data transformation when data is organized in the same directory. The proposed approach may be of great theoretical and practical value for other related 3D model data transformation problems.
  • [1] Ruohomäki T, Airaksinen E, Huuska P, et al.Smart City platform enabling digital twin[C]//2018 International Conference on Intelligent Systems (IS).Funchal, Portugal.:155-161
    [2] (张广运,张荣庭,戴琼海,等.测绘地理信息与人工智能2.0融合发展的方向[J].测绘学报, 2021, 50(8):1096-1108)

    Zhang Guangyun, Zhang Rongting, Dai Qionghai, et al.The Direction of Integration Surveying and Mapping Geographic Information and Artificial Intelligence 2.0[J].Acta Geodaetica et Cartographica Sinica, 2021, 50(8):1096-1108
    [3] Nex F, Gerke M, Remondino F, et al.Isprs Benchmark for multi-Platform Photogrammetry[J].ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Sciences, 2015, II-3/W4:135-142
    [4] Huang J W, Lucash M S, Scheller R M, et al.Walking through the Forests of the Future:Using DataDriven Virtual Reality to Visualize Forests under Climate Change[J].International Journal of Geographical Information Science, 2021, 35(6):1155-1178
    [5] Virtanen J P, Daniel S, Turppa T, et al.Interactive Dense Point Clouds in a Game Engine[J].ISPRS Journal of Photogrammetry and Remote Sensing, 2020, 163:375-389
    [6] Zhang L L, Wang G X, Sun W J.Automatic Extraction of Building Geometries Based on Centroid Clustering and Contour Analysis on Oblique Images Taken by Unmanned Aerial Vehicles[J].International Journal of Geographical Information Science, 2022, 36(3):453-475
    [7] Buyuksalih I, Bayburt S, Buyuksalih G.3D Modelling and Visualization Based on the Unity Game Engine:Advantages and Challenges[C]//ISPRS Annals of Photogrammetry, Remote Sensing&Spatial Information Sciences, Safranbolu, Karabuk, Turkey, 2017
    [8] Wang Z R, Liao X S, Wang C, et al.Driver Behavior Modeling Using Game Engine and Real Vehicle:A Learning-Based Approach[J].IEEE Transactions on Intelligent Vehicles, 2020, 5(4):738-749
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An approach to transforming oblique photogrammetric data into Unreal Engine 4 rendering resources

doi: 10.13203/j.whugis20210574
Funds:

The National Natural Science Foundation of China (41930104).

Abstract: Objectives: The digital twin city seeks to restore virtually the geographic scene that is close to reality and provide the audience an immersive experience. 3D real urban scene is one of the key technologies to achieve the goal. Nowadays, the combination of Geographic Information System (GIS) and game engine becomes an industrial trend and provides new opportunities for 3D real urban scene. Oblique photogrammetric data, as being a fundamental data source for 3D urban modeling, is able to represent large-scale and high-precision scene. The game engine plays an excellent role in offering realistic effects and post-production systems that are greatly useful for geospatial data visualization. However, the diversity of specifications and formats of oblique photogrammetric data has caused many different data loading and transformation methods, resulting in a problem to be solved in 3D real urban scene. Methods: The study aims to propose a data transformation approach from oblique photogrammetric data to rendering resources in game engine. To stress, the proposed approach can allow us to load instantly massive amount of oblique photogrammetric data in Unreal engine, which is one of the most popular game engines. We further compared oblique photogrammetric data with rendering resources in game engine and discussed the significance of such a data transformation. The approach re-organizes the original structure of the data by parsing data into a tree structure that better suits transformation purposes. Also, the approach transforms respectively the geometry and texture data when iterating tree nodes, as well as considers the essential physical properties of rendering assets. All these features are combined into a package data format. Results: In the case study of Futian District, Shenzhen, the results show the proposed approach successfully converts oblique photogrammetric data to rendering resources in the Unreal Engine 4. In the transformation process, the geometrical structure and collision properties of triangular mesh are guaranteed, and color, bump and other visual elements of original data are kept in materials. The rendering resources are loaded to simulate the real urban scenarios at different time periods of a day in the Unreal Engine 4. Conclusions: The paper devises a novel approach which can convert the oblique photogrammetric data into rendering resource for a game engine to load and render, and meantime maintain the consistency of data's geometry and texture. For its scalability, it also supports parallel processing of large-scale data transformation when data is organized in the same directory. The proposed approach may be of great theoretical and practical value for other related 3D model data transformation problems.

ZHANG Chen, HE Biao, GUO Renzhong, MA Ding, CHEN Yebin. An approach to transforming oblique photogrammetric data into Unreal Engine 4 rendering resources[J]. Geomatics and Information Science of Wuhan University. doi: 10.13203/j.whugis20210574
Citation: ZHANG Chen, HE Biao, GUO Renzhong, MA Ding, CHEN Yebin. An approach to transforming oblique photogrammetric data into Unreal Engine 4 rendering resources[J]. Geomatics and Information Science of Wuhan University. doi: 10.13203/j.whugis20210574
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