Unity3D for real reality
Most use the Unity3D engine to simulate virtual reality, but this tool has great potential for visualizing real reality.
What areas of application can visualization of real objects have?
For ourselves, we have discovered the following areas of application of Unity3D:
Accordingly, when solving each such problem, there are own implementation nuances, both related to Unity3D and related to the subject area.
This non-profit project was created by order of the district administration, which in this way decided to perpetuate the region’s memorial sites: estates, monuments, military graves in digital reality. For each object located on the map, a description is created in Russian / English, in text and audio form. Each object was modeled in Unity3D. You can walk around, look from different angles. Textures were superimposed from real photographs of objects. Unfortunately, the state of virtual objects is much better than real ones. And it is likely that the figure will live longer.
We assume the further development of this project: the addition of cultural, sports, pilgrimage objects. In general, all that will give an idea of the cultural traditions of the area.
The project to create a 3D model of the "Forest Town" was commissioned by the developer.
The video shows the scale of the project - from the district to the apartment.
I asked our leading 3D developer Andrei Fedoseyev a question:
- Andrei, describe in a nutshell for the Habrasociety, what and how was done when creating 3D models of real buildings?
and here is his answer:
- The initial objective of the project was an attempt to implement a territory model on the basis of Unity, which would allow demonstrating the development of the district, both for residents and the developer.
The model was created on the basis of data that were collected in advance, namely: the general development plan, the designs of each house and satellite images of the territory.
After the first assemblies of ready-made versions of the model, draw calls went off scale for 40 thousand. I did not say that I was not ready for this, I counted on 20 thousand. The optimization question arose sharply and forced me to stay awake for 2 weeks in search of a solution. At first, the whole project (50 unique multi-storey buildings plus small buildings, as well as garages, gazebos, walkways, garbage cans, benches, lights, etc.) was used to use only 10 textures.
The next step was to use the built-in Occlusion culling system . In short, the system prohibits rendering objects that the camera does not see. For example, if there is a playground behind the house, then it will not be drawn, therefore, the total load on the system is less. With the right settings, you can achieve a decline in draucoles by 10-20%.
And of course, the CombineChildren script, inherited from one of the unity demos, played an important role. The importance of this script cannot be overestimated for me. So, for example, we have 10 houses, dracula at the level of 4-5 thousand. Create an empty game object, throw our houses at it and hang CombineChildren. The general view of the scene does not change, and the dracula are 200-300.
From creating 3D models to the final assembly of the project, it took about 3 months.
Well, a little about what I worked with: Unity 3.5 (later Unity 4) + Playmaker + Easy road + ShaderBox + nuaj (a separate version with weather settings) + a couple of shaders from a local store.
Modeling: 3d max + google sketchup
If your OS supports Unity Web Player, then you can walk around our model .
Minimum system requirements for a walk: Corei5 / 4Gb RAM / Video> 5xx Nvidia
Control: WASD + right button
What areas of application can visualization of real objects have?
For ourselves, we have discovered the following areas of application of Unity3D:
- Virtual tours to museums, monuments and other cultural sites. It is not always possible to visit the place, and it is not clear whether it is worth spending precious time on this visit.
- Visualization of construction objects. Everything is clear here. Especially for developers who are building not just one facility, but a whole complex of buildings. The ability to walk / fly around and around objects gives an additional understanding of whether it will be convenient to live / exploit this place. And of course it attracts buyers / investors with a beautiful scene.
- Visualization of ISOGD . Yes, Unity3D can be used to model the entire city / district! And further only imagination limits the application of this model.
Accordingly, when solving each such problem, there are own implementation nuances, both related to Unity3D and related to the subject area.
Project "Cultural Heritage of the Odintsovo District"
This non-profit project was created by order of the district administration, which in this way decided to perpetuate the region’s memorial sites: estates, monuments, military graves in digital reality. For each object located on the map, a description is created in Russian / English, in text and audio form. Each object was modeled in Unity3D. You can walk around, look from different angles. Textures were superimposed from real photographs of objects. Unfortunately, the state of virtual objects is much better than real ones. And it is likely that the figure will live longer.
We assume the further development of this project: the addition of cultural, sports, pilgrimage objects. In general, all that will give an idea of the cultural traditions of the area.
Project "Forest Town"
The project to create a 3D model of the "Forest Town" was commissioned by the developer.
The video shows the scale of the project - from the district to the apartment.
I asked our leading 3D developer Andrei Fedoseyev a question:
- Andrei, describe in a nutshell for the Habrasociety, what and how was done when creating 3D models of real buildings?
and here is his answer:
- The initial objective of the project was an attempt to implement a territory model on the basis of Unity, which would allow demonstrating the development of the district, both for residents and the developer.
The model was created on the basis of data that were collected in advance, namely: the general development plan, the designs of each house and satellite images of the territory.
After the first assemblies of ready-made versions of the model, draw calls went off scale for 40 thousand. I did not say that I was not ready for this, I counted on 20 thousand. The optimization question arose sharply and forced me to stay awake for 2 weeks in search of a solution. At first, the whole project (50 unique multi-storey buildings plus small buildings, as well as garages, gazebos, walkways, garbage cans, benches, lights, etc.) was used to use only 10 textures.
The next step was to use the built-in Occlusion culling system . In short, the system prohibits rendering objects that the camera does not see. For example, if there is a playground behind the house, then it will not be drawn, therefore, the total load on the system is less. With the right settings, you can achieve a decline in draucoles by 10-20%.
And of course, the CombineChildren script, inherited from one of the unity demos, played an important role. The importance of this script cannot be overestimated for me. So, for example, we have 10 houses, dracula at the level of 4-5 thousand. Create an empty game object, throw our houses at it and hang CombineChildren. The general view of the scene does not change, and the dracula are 200-300.
From creating 3D models to the final assembly of the project, it took about 3 months.
Well, a little about what I worked with: Unity 3.5 (later Unity 4) + Playmaker + Easy road + ShaderBox + nuaj (a separate version with weather settings) + a couple of shaders from a local store.
Modeling: 3d max + google sketchup
If your OS supports Unity Web Player, then you can walk around our model .
Minimum system requirements for a walk: Corei5 / 4Gb RAM / Video> 5xx Nvidia
Control: WASD + right button
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Which way to develop a 3D model of reality?
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- 46.2% Make quest 61
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- 5.3% Own option in comments 7