Projects per year
as their conventional 3D asset format, the challenge in applying photogrammetric or laser scanning data is in producing models than are suitable for game engine use. We present an example of leveraging immersive visualization in geo-information, including the acquisition of data from the intended environment, processing it to a game engine compatible form, developing the required
functions on the game engine and finally utilizing VR HMDs to deploy the application. The presented application combines 3D indoor models obtained via a commercial indoor mapping system, a 3D city model segment obtained by processing airborne laser scanning data, and a set of manually created 3D models. The performance of the application is evaluated on two different VR
systems. The observed capabilities of interactive VR applications include: 1) intuitive and free exploration of 3D data, 2) ability of operate in different scales, and with different scales of data, 3) integration of different data types (such as 2D imaging and 3D models) in interactive scenes and 4) the possibility to leverage the rich interaction functions offered by the game engine platform.
These capabilities could support several use cases in geo-information
|Title of host publication||2020 3rd BIM/GIS Integration Workshop and 15th 3D GeoInfo Conference|
|Publisher||International Society for Photogrammetry and Remote Sensing (ISPRS)|
|Number of pages||7|
|Publication status||Published - 3 Sept 2020|
|MoE publication type||A4 Conference publication|
|Event||3rd BIM/GIS Integration Workshop and 15th 3D GeoInfo Conference - London, United Kingdom|
Duration: 7 Sept 2020 → 11 Sept 2020
|Name||International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences|
|Conference||3rd BIM/GIS Integration Workshop and 15th 3D GeoInfo Conference|
|Period||07/09/2020 → 11/09/2020|
- virtual reality
- game engine
- indoor model
- mesh model
- immersive visualization
FingerprintDive into the research topics of 'INTERACTIVE GEO-INFORMATION IN VIRTUAL REALITY – OBSERVATIONS AND FUTURE CHALLENGES'. Together they form a unique fingerprint.
- 3 Finished
Competence-Based Growth Through Integrated Disruptive Technologies of 3D Digitalization, Robotics, Geospatial Information and Image Processing/Computing Point Cloud Ecosystem
Hyyppä, H., Julin, A., Aho, S., Ahlavuo, M., Ingman, M., Kurkela, M., Siirala, H., Luhtala, L., Maksimainen, M., Gullmets, H., Nuikka, M., Sarlin, M., Handolin, H., Jaalama, K., El-Mahgary, S. & Vaaja, M. T.
01/01/2018 → 31/07/2021
Project: Academy of Finland: Strategic research funding
Nieminen, J., Vaaja, M. T., Laitala, A., Julin, A., Maksimainen, M., Hyyppä, H., Rönnholm, P., Virtanen, J., Junttila, S., Puustinen, T., Haggren, H., Ala-Ketola, M., Lehtola, V., Aho, S., Ståhle, P., Kasvi, E., Kurkela, M., Ingman, M., Rantanen, T., Torkkel, A., Jaalama, K., Talvela, J., Handolin, H., Ahlavuo, M., El-Mahgary, S. & Viitanen, K.
01/01/2014 → 31/12/2019
Project: Academy of Finland: Other research funding