3D rendering of an area taken in nadir view

This is a short animation of the quality you should expect from about 220 images in nadir view over a 100x200 area. The texture is a single UV atlas of 8192 and at this size a little bit stretched when it comes to detail. Nevertheless, the mesh detail itself is very reasonably, showing humps and bumps of grass overgrowing the sides and areas with dead leaf and sand lining the trottoir bands. The mesh is already a little bit reduced to 1M polygons and it should be possible to go up to 3M without impacting too much the rendering times. 

It's clear that side shots are necessary to fill up the holes in the buildings and that it may even be necessary to remodel the simple structures in a 3D program altogether from a 3D approximation. Vegetation remains a problem. Together with the original photos it should be possible to come up with some stunning reproduction methods. I think in this case it's better to reduce the area a bit to maintain the texture detail.

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  • Developer

    The immersion is very nice, most people who try it becomes very impressed. 

    1 unit in unreal engine is 1 cm. I know the real dimensions of the map, so I just create a bix box and adjust it to the size of the real map and the put the map inside it. Now I have a map with real dimensions and inside oculus rift it looks like a real place.

  • this is done on a 3yr old box, but I did upgrade to 16GB low-latency RAM. What's more important is the card memory, which in my case is an nvidia GTX580. So with current hardware you should be able to do this without going whacky. You can do this on a CPU too, it'll just take 5-8x longer.

  • What hardware is required to achieve something like that?
  • Very nice. Any comments on the quality of the immersion? How does UDK work with the scale, considering they do assume a specific unit/m setting and that moving may feel like walking over a miniature of the landscape. Any adjustments made there?

  • Developer

    mina.jpg?width=750

  • Developer

    I made this one for Oculus Rift, is a Mine free roaming made with Unreal Engine 4. Its a total of 130 pictures, used agisoft pro to process the pictures.

    Unreal Engine 4 can handle pretty good textures and the skybox is really great. I made this to demo how good is to be inside a 3D model (1:1 scale) with VR (in this case, oculus rift) 

    Its a >300mb download if anyone wants to try. 

    https://drive.google.com/file/d/0BzkXrgeJS-g8a1FlX19Ycy1zOVU/edit?u...

  • Here's the other render with 3x 8192x8192 textures. I can't see a lot of difference to be honest. I shot the first with orthophoto texture rendering and this had to be done with "generic", so the textures on walls and vertical surfaces seems to have improved significantly. It's impossible to do a 3x texture generation in orthophoto mode. Maybe the extra resolution got gobbled up by that.

  • You need to export the mesh. I think you have a range of options there even, like obj, STL and 3ds. There's a range of types that blender imports. If you want to reimport the mesh from blender back into photoscan you shouldn't rescale, relocate or rotate the mesh in blender. From blender you also export to the same type (I wouldn't overwrite the other file) and then from photoscan you can reimport the mesh there. It's probably required to retexture the model afterwards. Note that the textured view is the rightmost pyramid in the toolbar. If you apply "generic" textures, you can select both size and the number of textures you wish to generate. On my machine, I can generate 3x 8192 textures before blender cycles has issues with rendering the scene. I just regenerated one run now to see how much of a difference that makes.

  • 300km

    Hi Gerard

    How to you get the data into Blander? I've just had a go at it with some 3D models I made in PhotoScan. Can you import the .psz file or do you need to export into another format?

  •  that is indeed amazing.

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