7 research outputs found

    Virtual Reality – Von der 3D-Erfassung bis zum immersiven Erlebnis

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    Die technologischen Fortschritte in dem Bereich der virtuellen Realität (VR) werden zukünftig erhebliche Auswirkungen auf unser Alltagsleben haben. Denn durch VR ist es heute schon möglich, eine computererzeugte Welt als virtuelle Wirklichkeit praktisch zu erforschen. So kann man z.B. in die Vergangenheit oder in ein virtuelles Museum eintauchen, ohne die gegenwärtige Position im realen Leben zu verlassen. Für so eine ultimative VR-Erfahrung sieht der Anwender nur die virtuelle Welt, in dem er ein Head-Mounted-Display (HMD) aufsetzt, um sich so von der physikalischen Welt abzutrennen. Baudenkmäler sind ideal geeignet für eine mehrdimensionale geometrische Dokumentation und für realistische interaktive Visualisierungen in immersiven VR-Anwendungen. Unterstützend bietet die Spieleindustrie mit den entsprechenden Game Engines Werkzeuge für interaktive Visualisierungen von Objekten an, um so die Nutzer zu motivieren, Objekte und deren Umgebung virtuell zu besichtigen. In diesem Beitrag wird die Generierung von verschiedenen virtuellen 3D-Modellen wie z.B. die Selimiye-Moschee von Edirne (Türkei) oder das Holzmodell des Salomonischen Tempels und andere bis hin zur Datenintegration in die Game Engines Unreal oder Unity aufgezeigt. Der Arbeitsablauf von der Datenerfassung bis zur immersiven VR-Visualisierung mit dem VR-System HTC Vive wird einschließlich der notwendigen Programmierung für die Navigation in VR beschrieben. Außerdem wird der mögliche Einsatz (einschließlich der simultanen Teilnahme multipler Anwender) von solchen VR-Visualisierungen für z.B. Baudenkmäler in diesem Beitrag diskutiert.Recent advances in contemporary Virtual Reality (VR) technologies are going to have a significant impact on everyday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such an ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate himself from the physical world. Via the headset images are fed to the eyes through two small lenses. Cultural heritage (CH) monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Furthermore, VR is increasingly in use for virtual museums to enhance a museum visitor’s experience by providing access to additional materials for review and knowledge deepening either before or after the real visit. Using today’s available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. In this paper the generation of virtual 3D models for different cultural heritage monuments (e.g. the Selimiye mosque in Edirne, Turkey and the wooden model of Solomon´s Temple and others) and its processing for data integration into the two game engines Unity and Unreal are presented. The workflow from data acquisition to VR visualisation using the VR system HTC Vive, including the necessary programming for navigation and interactions, is described. Furthermore, the use (including simultaneous use of multiple end-users) of such a VR visualisation for CH monuments is discussed in this presentation

    Virtual Reality in Cartography: Immersive 3D Visualization of the Arctic Clyde Inlet (Canada) Using Digital Elevation Models and Bathymetric Data

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    Due to rapid technological development, virtual reality (VR) is becoming an accessible and important tool for many applications in science, industry, and economy. Being immersed in a 3D environment offers numerous advantages especially for the presentation of geographical data that is usually depicted in 2D maps or pseudo 3D models on the monitor screen. This study investigated advantages, limitations, and possible applications for immersive and intuitive 3D terrain visualizations in VR. Additionally, in view of ever-increasing data volumes, this study developed a workflow to present large scale terrain datasets in VR for current mid-end computers. The developed immersive VR application depicts the Arctic fjord Clyde Inlet in its 160 km × 80 km dimensions at 5 m spatial resolution. Techniques, such as level of detail algorithms, tiling, and level streaming, were applied to run the more than one gigabyte large dataset at an acceptable frame rate. The immersive VR application offered the possibility to explore the terrain with or without water surface by various modes of locomotion. Terrain textures could also be altered and measurements conducted to receive necessary information for further terrain analysis. The potential of VR was assessed in a user survey of persons from six different professions

    Virtual Reality – Von der 3D-Erfassung bis zum immersiven Erlebnis

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    Die technologischen Fortschritte in dem Bereich der virtuellen Realität (VR) werden zukünftig erhebliche Auswirkungen auf unser Alltagsleben haben. Denn durch VR ist es heute schon möglich, eine computererzeugte Welt als virtuelle Wirklichkeit praktisch zu erforschen. So kann man z.B. in die Vergangenheit oder in ein virtuelles Museum eintauchen, ohne die gegenwärtige Position im realen Leben zu verlassen. Für so eine ultimative VR-Erfahrung sieht der Anwender nur die virtuelle Welt, in dem er ein Head-Mounted-Display (HMD) aufsetzt, um sich so von der physikalischen Welt abzutrennen. Baudenkmäler sind ideal geeignet für eine mehrdimensionale geometrische Dokumentation und für realistische interaktive Visualisierungen in immersiven VR-Anwendungen. Unterstützend bietet die Spieleindustrie mit den entsprechenden Game Engines Werkzeuge für interaktive Visualisierungen von Objekten an, um so die Nutzer zu motivieren, Objekte und deren Umgebung virtuell zu besichtigen. In diesem Beitrag wird die Generierung von verschiedenen virtuellen 3D-Modellen wie z.B. die Selimiye-Moschee von Edirne (Türkei) oder das Holzmodell des Salomonischen Tempels und andere bis hin zur Datenintegration in die Game Engines Unreal oder Unity aufgezeigt. Der Arbeitsablauf von der Datenerfassung bis zur immersiven VR-Visualisierung mit dem VR-System HTC Vive wird einschließlich der notwendigen Programmierung für die Navigation in VR beschrieben. Außerdem wird der mögliche Einsatz (einschließlich der simultanen Teilnahme multipler Anwender) von solchen VR-Visualisierungen für z.B. Baudenkmäler in diesem Beitrag diskutiert.Recent advances in contemporary Virtual Reality (VR) technologies are going to have a significant impact on everyday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such an ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate himself from the physical world. Via the headset images are fed to the eyes through two small lenses. Cultural heritage (CH) monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Furthermore, VR is increasingly in use for virtual museums to enhance a museum visitor’s experience by providing access to additional materials for review and knowledge deepening either before or after the real visit. Using today’s available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. In this paper the generation of virtual 3D models for different cultural heritage monuments (e.g. the Selimiye mosque in Edirne, Turkey and the wooden model of Solomon´s Temple and others) and its processing for data integration into the two game engines Unity and Unreal are presented. The workflow from data acquisition to VR visualisation using the VR system HTC Vive, including the necessary programming for navigation and interactions, is described. Furthermore, the use (including simultaneous use of multiple end-users) of such a VR visualisation for CH monuments is discussed in this presentation

    Determination of Intensity-Based Stochastic Models for Terrestrial Laser Scanners Utilising 3D-Point Clouds

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    Recent advances in stochastic modelling of reflectorless rangefinders revealed an inherent relationship among raw intensity values and the corresponding precision of observed distances. In order to derive the stochastic properties of a terrestrial laser scanner’s (TLS) rangefinder, distances have to be observed repeatedly. For this, the TLS of interest has to be operated in the so-called 1D-mode—a functionality which is offered only by a few manufacturers due to laser safety regulations. The article at hand proposes two methodologies to compute intensity-based stochastic models based on capturing geometric primitives in form of planar shapes utilising 3D-point clouds. At first the procedures are applied to a phase-based Zoller + Fröhlich IMAGER 5006h. The generated results are then evaluated by comparing the outcome to the parameters of a stochastic model which has been derived by means of measurements captured in 1D-mode. Another open research question is if intensity-based stochastic models are applicable for other rangefinder types. Therefore, one of the suggested procedures is applied to a Riegl VZ-400i impulse scanner, as well as a Leica ScanStation P40 TLS that deploys a hybrid rangefinder technology. The generated results successfully demonstrate alternative methods for the computation of intensity-based stochastic models as well as their transferability to other rangefinder technologies

    Programa intensivo ERASMUS: TOPCART. Documentación Geométrica del Patrimonio (memoria de actividades 2010-2011)

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    [EN] Data contained in this record come from the following accademic activity (from which it is possible to locate additional records related with the Monastery):● LDGP_inv_002: "Intensive Program ERASMUS: TOPCART. Geometric Documentation of the Heritage (administrative and academic documentation)", http://hdl.handle.net/10810/9906[ES] Los datos de este registro provienen de la una actividad académica que también aparece descrita en el repositorio y desde donde se puede acceder a otros trabajos relacionados con el Monasterio:● LDGP_inv_002: "Programa intensivo ERASMUS: TOPCART. Documentación Geométrica del Patrimonio (documentación administrativa y académica)", http://hdl.handle.net/10810/9906[EN] The main objective this project is looking for is the exchange of practical methodologies, in topics related with the measure and representation of heritage, between teachers and specially students from different countries. For the achievement of this aim we expect the participation of a group of about 30 students and 8 lecturers from Germany, Italy, Greece, Lithuania and Spain.Activities will be focused on the development of concrete projects in documentation of heritage, specifically in the San Prudencio Monastery (La Rioja, Spain). In this site, digital techniques for the acquisition of geometric information from GPS equipment, surveying total stations, laser scanner and photogrammetry systems, will be put into practice.Obtained data will be processed as follows: first of all, they will be documented by adding necessary metadata in order to ensure their use in the future, then, they will be treated to obtain cartographic representations and virtual models which can be distributed on the Internet.As results we expect: metric data of the monument, graphic models for difussion and collaboration partnertships.[ES] El objetivo principal que se persigue en este proyecto es el intercambio de metodológico práctico, en materias afines a la medida y la representación del patrimonio, entre profesores y fundamentalmente alumnos, de diferentes países. Para la consecución de este fin se espera la participación de un grupo de aproximadamente 25 alumnos y 8 profesores de (Alemania, Italia, Grecia, Lituania y España).Las actividades se centrarán en el desarrollo de proyectos concretos de documentación de elementos patrimoniales, en concreto el apartado práctico se desarrollará en el Monasterio de San Prudencio (La Rioja, España). En el se aplicarán técnicas digitales de registro de información geométrica, constituidas por receptores GPS, estaciones totales topográficas, escáneres láser y sistemas fotogramétricos.Los datos obtenidos serán tratados de la siguiente manera: en primer lugar serán documentados, mediante la adición de la metainformación necesaria para garantizar su utilidad a lo largo del tiempo, seguidamente serán procesados con el fin de obtener las representaciones cartográficas y modelos virtuales de representación que puedan ser difundidas por medio de Internet.Como resultados se pretenden: un conjunto de registros métricos del momento de la intervención, modelos gráficos de difusión y finalmente relaciones de colaboración interpersonal e interinstitucional.European Commission, DG Education and Culture (Erasmus 2009-1-ES1-ERAIP-0013, 2010-1-ES1-ERA10-0024); Organismo Autónomo Programas Educativos Europeos (OAPEE); Gobierno de La Rioja (Spain); Universidad de La Rioja; Clavijo City Council; Logroño City Council; Ilustre Colegio de Ingenieros Técnicos en Topografía (Delegación de La Rioja)[ES] Memoria de proyecto (PDF) [es el último fichero de la lista, el enlace directo es https://addi.ehu.es/bitstream/10810/7053/1053/ldgp_mem011-1_Clavijo_SanPrudencio.pdf] + 11 imágenes de la visita preliminar en abril de 2009, en formato JPEG + 19 nubes de puntos en formato txt (comprimido en ZIP junto a un fichero de metadatos y una imagen que sirve de croquis y que también se presenta suelta) + 27 fotografías tomadas desde un helicóptero radicontrolado en 2011 por el grupo H (JPEG) + 18 fotografías métricas del edificio en forma de -L- tomadas desde el Sur + 13 fotografías métricas del edificio en forma de -L- tomadas desde el Este + 95 fotografías métricas del interior del edificio en forma de -L- (JPEG) + 35 fotografías métricas tomadas desde el cerro que se encuentra al sur (JPEG) + 8 fotografías métricas que forman 4 pares estereoscópicos (2 del grupo B y 2 del grupo D) (JPEG) + 183 fotografías métricas que forman 91 tripletas (grupos B, C y D) (JPEG). [NOTA: este registro no está cerrado, se irán incorporando nuevos materiales de forma progresiva][EN] General report (PDF) [it is the last file of the list, the direct link is https://addi.ehu.es/bitstream/10810/7053/1053/ldgp_mem011-1_Clavijo_SanPrudencio.pdf] + 11 pictures taken during the preliminary visit in April 2009 (JPEG format) + 19 point clouds in plain text (compressed in a ZIP file together with a file with metadata and an image PNG as sketch, these image are also presented on their own) + 27 photographs taken from a remote-controlled helicopter for the group H in 2011(JPEG) + 18 metric pictures of the L-shaped building taken from the South (JPEG) + 13 metric pictures of the L-shaped building taken from the East (JPEG) + 95 metric pictures of the inside part of the L-shaped building (JPEG) + 35 metric photographs taken from the hill opposite in the Southern + 8 metric photographs in four stereopairs (2 from group B and 2 from group D) (JPEG) + 183 metric photographs arranged in 91 triplets from groups B, C and D (JPEG). [NOTE: this record is not closed, more data will be uploaded progressively
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