DC ElementWertSprache
dc.contributor.authorWalmsley, Alexander P.-
dc.contributor.authorKersten, Thomas-
dc.date.accessioned2022-08-22T14:15:54Z-
dc.date.available2022-08-22T14:15:54Z-
dc.date.issued2019-11-29-
dc.identifier.citationISPRS TC II 6th International Workshop LowCost 3D – Sensors, Algorithms, Applicationsen_US
dc.identifier.urihttps://repos.hcu-hamburg.de/handle/hcu/715-
dc.description.abstractAs virtual reality and 3D documentation and modelling technologies become increasingly powerful and affordable tools for architecture, planning, and cultural heritage preservation and communication, it has become increasingly important to develop low-cost methodologies for the creation of 3D immersive virtual environments and interactive experiences. Doing so makes this technology more viable for institutions such as museums and other cultural institutions, who often work within strict budgets. In this paper, we describe a workflow used to build an interactive, immersive virtual reality experience around a virtual city model of the town of Stade (Germany) in the year 1620. This virtual city model is based on a physical 3D model of the town, exhibited in the Stade town hall. The workflow begins with the digitization of this model using digital photogrammetry, followed by the subsequent low- and high-polygon modelling of the individual architectural assets in Autodesk Maya, texture mapping in Substance Painter and finally visualisation within Unreal Engine 4. The results of this workflow are a detailed 3D historical environment with a high degree of realism and in which interactivity can easily be added. In addition, the workflow takes a highly iterative approach that allows the performance of the virtual environments in the game engine to be monitored at each stage of the process, and that allows adjustments to be made quickly. To increase the potential of the virtual environment as a tool for education and communication, interactive elements and simple game mechanics are currently being integrated.en
dc.language.isoenen_US
dc.publisherCopernicus-
dc.subject3Den
dc.subjecthistoric townen
dc.subjectmodellingen
dc.subjectReconstructionen
dc.subjectVirtual Realityen
dc.subjectvirtual cityen
dc.subject.ddc004: Informatik-
dc.titleLow-cost Development of an Interactive, Immersive Virtual Reality Experience of the Historic City Model Stade 1620en
dc.typeinBook-
dc.relation.conference6th International Workshop LowCost 3D: Sensors, Algorithms, Applications, 2–3 December 2019, Strasbourg, Franceen_US
dc.type.dinibookPart-
dc.type.driverbookPart-
dc.rights.cchttps://creativecommons.org/licenses/by/4.0/en_US
dc.type.casraiBook Chapter-
dcterms.DCMITypeText-
tuhh.identifier.urnurn:nbn:de:gbv:1373-repos-9176-
tuhh.oai.showtrueen_US
tuhh.publisher.doi10.5194/isprs-archives-XLII-2-W17-405-2019-
tuhh.publication.institutePhotogrammetrie und Laserscanningen_US
tuhh.type.opusInBuch (Kapitel / Teil einer Monographie)-
tuhh.container.startpage405en_US
tuhh.container.endpage411en_US
tuhh.relation.ispartofseriesnumberXLII-2/W17en_US
tuhh.relation.ispartofseriesInternational Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciencesen_US
tuhh.type.rdmfalse-
openaire.rightsinfo:eu-repo/semantics/openAccessen_US
item.seriesrefInternational Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences;XLII-2/W17-
item.grantfulltextopen-
item.languageiso639-1en-
item.openairecristypehttp://purl.org/coar/resource_type/c_3248-
item.fulltextWith Fulltext-
item.cerifentitytypePublications-
item.creatorOrcidWalmsley, Alexander P.-
item.creatorOrcidKersten, Thomas-
item.tuhhseriesidInternational Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences-
item.creatorGNDWalmsley, Alexander P.-
item.creatorGNDKersten, Thomas-
item.openairetypeinBook-
crisitem.author.deptPhotogrammetrie und Laserscanning-
crisitem.author.orcid0000-0001-8910-2887-
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