scholarly journals Planetary-Scale Geospatial Open Platform Based on the Unity3D Environment

Sensors ◽  
2020 ◽  
Vol 20 (20) ◽  
pp. 5967
Author(s):  
Ahyun Lee ◽  
Yoon-Seop Chang ◽  
Insung Jang

Digital twin technology based on building a virtual digital city similar to a real one enables the simulation of urban phenomena or the design of a city. A geospatial platform is an essential supporting component of digital twin cities. In this study, we propose a planetary-scale geospatial open platform that can be used easily in the most widely used game engine environment. The proposed platform can visualize large-capacity geospatial data in real time because it organizes and manages various types of data based on quadtree tiles. The proposed rendering tile decision method provides constant geospatial data visualization according to the camera controls of the user. The platform implemented is based on Unity3D, and therefore, one can use it easily by importing the proposed asset library. The proposed geospatial platform is available on the Asset Store. We believe that the proposed platform can meet the needs of various three-dimensional (3-D) geospatial applications.

Author(s):  
Julian Keil ◽  
Dennis Edler ◽  
Thomas Schmitt ◽  
Frank Dickmann

AbstractModern game engines like Unity allow users to create realistic 3D environments containing terrains as well as natural and artificial objects easily and swiftly. In addition, recent advances of game engine capabilities enable effortless implementation of virtual reality (VR) compatibility. 3D environments created with VR compatibility can be experienced from an egocentric and stereoscopic perspective that surpasses the immersion of the ‘classical’ screen-based perception of 3D environments. Not only game developers benefit from the possibilities provided by game engines. The ability to use geospatial data to shape virtual 3D environments opens a multitude of possibilities for geographic applications, such as construction planning, spatial hazard simulations or representation of historical places. The multi-perspective, multimodal reconstruction of three-dimensional space based on game engine technology today supports the possibility of linking different approaches of geographic work more closely. Free geospatial data that can be used for spatial reconstructions is provided by numerous national and regional official institutions. However, the file format of these data sources is not standardized and game engines only support a limited number of file formats. Therefore, format transformation is usually required to apply geospatial data to virtual 3D environments. This paper presents several workflows to apply digital elevation data and 3D city model data from OpenStreetMap and the Open.NRW initiative to Unity-based 3D environments. Advantages and disadvantages of different sources of geospatial data are discussed. In addition, implementation of VR compatibility is described. Finally, benefits of immersive VR implementation and characteristics of current VR hardware are discussed in the context of specific geographic application scenarios.


Energies ◽  
2021 ◽  
Vol 14 (8) ◽  
pp. 2338
Author(s):  
Sofia Agostinelli ◽  
Fabrizio Cumo ◽  
Giambattista Guidi ◽  
Claudio Tomazzoli

The research explores the potential of digital-twin-based methods and approaches aimed at achieving an intelligent optimization and automation system for energy management of a residential district through the use of three-dimensional data model integrated with Internet of Things, artificial intelligence and machine learning. The case study is focused on Rinascimento III in Rome, an area consisting of 16 eight-floor buildings with 216 apartment units powered by 70% of self-renewable energy. The combined use of integrated dynamic analysis algorithms has allowed the evaluation of different scenarios of energy efficiency intervention aimed at achieving a virtuous energy management of the complex, keeping the actual internal comfort and climate conditions. Meanwhile, the objective is also to plan and deploy a cost-effective IT (information technology) infrastructure able to provide reliable data using edge-computing paradigm. Therefore, the developed methodology led to the evaluation of the effectiveness and efficiency of integrative systems for renewable energy production from solar energy necessary to raise the threshold of self-produced energy, meeting the nZEB (near zero energy buildings) requirements.


2021 ◽  
Author(s):  
Vladimir Cheverda ◽  
Vadim Lisitsa ◽  
Maksim Protasov ◽  
Galina Reshetova ◽  
Andrey Ledyaev ◽  
...  

Abstract To develop the optimal strategy for developing a hydrocarbon field, one should know in fine detail its geological structure. More and more attention has been paid to cavernous-fractured reservoirs within the carbonate environment in the last decades. This article presents a technology for three-dimensional computing images of such reservoirs using scattered seismic waves. To verify it, we built a particular synthetic model, a digital twin of one of the licensed objects in the north of Eastern Siberia. One distinctive feature of this digital twin is the representation of faults not as some ideal slip surfaces but as three-dimensional geological bodies filled with tectonic breccias. To simulate such breccias and the geometry of these bodies, we performed a series of numerical experiments based on the discrete elements technique. The purpose of these experiments is the simulation of the geomechanical processes of fault formation. For the digital twin constructed, we performed full-scale 3D seismic modeling, which made it possible to conduct fully controlled numerical experiments on the construction of wave images and, on this basis, to propose an optimal seismic data processing graph.


2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Bernhard Jenny ◽  
Kadek Ananta Satriadi ◽  
Yalong Yang ◽  
Christopher R. Austin ◽  
Simond Lee ◽  
...  

<p><strong>Abstract.</strong> Augmented reality (AR) and virtual reality (VR) technology are increasingly used for the analysis and visualisation of geospatial data. It has become simple to create an immersive three-dimensional AR or VR map with a combination of game engines (e.g., Unity), software development kits for streaming and rendering geospatial data (e.g., Mapbox), and affordable hardware (e.g., HTC Vive). However, it is not clear how to best interact with geospatial visualisations in AR and VR. For example, there are no established standards to efficiently zoom and pan, select map features, or place markers on AR and VR maps. In this paper, we explore interaction with AR and VR maps using gestures and handheld controllers.</p><p>As for gesture-controlled interaction, we present the results of recent research projects exploring how body gestures can control basic AR and VR map operations. We use motion-tracking controllers (e.g., Leap Motion) to capture and interpret gestures. We conducted a set of user studies to identify, explore and compare various gestures for controlling map-related operations. This includes, for example, mid-air hand gestures for zooming and panning (Satriadi et al. 2019), selecting points of interest, adjusting the orientation of maps, or placing markers on maps. Additionally, we present novel VR interfaces and interaction methods for controlling the content of maps with gestures.</p><p>As for handheld controllers, we discuss interaction with exocentric globes, egocentric globes (where the user stands inside a large virtual globe), flat maps, and curved maps in VR. We demonstrate controller-based interaction for adjusting the centre of world maps displayed on these four types of projection surfaces (Yang et al. 2018), and illustrate the utility of interactively movable VR maps by the example of three-dimensional origin-destination flow maps (Yang et al. 2019).</p>


2019 ◽  
Vol 11 (9) ◽  
pp. 2658 ◽  
Author(s):  
Pilaiwan Phupattanasilp ◽  
Sheau-Ru Tong

Benefitted by the Internet of Things (IoT), visualization capabilities facilitate the improvement of precision farming, especially in dynamic indoor planting. However, conventional IoT data visualization is usually carried out in offsite and textual environments, i.e., text and number, which do not promote a user’s sensorial perception and interaction. This paper introduces the use of augmented reality (AR) as a support to IoT data visualization, called AR-IoT. The AR-IoT system superimposes IoT data directly onto real-world objects and enhances object interaction. As a case study, this system is applied to crop monitoring. Multi-camera, a non-destructive and low-cost imaging platform of the IoT, is connected to the internet and integrated into the system to measure the three-dimensional (3D) coordinates of objects. The relationships among accuracy, object coordinates, augmented information (e.g., virtual objects), and object interaction are investigated. The proposed system shows a great potential to integrate IoT data with AR resolution, which will effectively contribute to updating precision agricultural techniques in an environmentally sustainable manner.


2020 ◽  
Vol 12 (23) ◽  
pp. 9943
Author(s):  
Jong-Won Lee ◽  
Deuk-Woo Kim ◽  
Seung-Eon Lee ◽  
Jae-Weon Jeong

This paper summarizes the recent post-occupancy evaluation (POE) method studies and latest literature reviews. According to the research trends, data visualization of an occupant’s feedback is an important perspective and surveys through POE methods have provided a quick and cost-effective approach for gathering and analyzing an occupant’s feedback. Therefore, the objective of this study is to establish a web-based building occupant survey system that incorporates new approaches based on a geographic information system (GIS) tool and open-source spatial information. This paper reports the following to provide the detailed system framework: (1) development requirements from literature reviews; (2) integration of collected data and 3D (three dimensional) spatial information; (3) system processes and user-friendly functions; and (4) pilot test and data visualization. The difference between the proposed platform and existing online survey systems is that in the former the survey responses are linked to the 3D spatial information of the buildings on a map. Thus, the results provide more intuitive insights for building managers and occupants to identify specific performance issues related to the building.


2012 ◽  
Vol 594-597 ◽  
pp. 2394-2397
Author(s):  
Jian Cui ◽  
Dong Ling Ma ◽  
Fei Cai

With the rapid development of computer technology, communications technology, and other related technologies, the Digital City has become a hot topic of current research. The traditional method of constructing digital city based on ArcGis is very complex, the type of computer software that related is much more, and the interaction between the software is poor. For the traditional method of digital urban design is difficult to design and visualization effect is poor, this paper builds the techniques of campus apartment modeling based on the skyline combined specific examples of campus apartments, realizes three dimensional (3D) visualization and query and analysis functions of the campus apartment system and proposes a simple method of creating 3D landscape efficiently.


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