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The Visual System in a DP Simulator at Maritime University of Szczecin
Published in Adam Weintrit, Marine Navigation, 2017
P. Zalewski, R. Gralak, B. Muczyński, M. Bilewski
For the purpose of MUS vision system it was decided to use an existing and free solution, namely Unity game engine which includes its own rendering engine and offers real-time global illumination, physically-based rendering, reflection probes, curve and gradient-driven particle system, full-screen post processing effects, low-level rendering access, deferred rendering and occlusion culling in terms of graphics. Additionally, it supports high level of detail for 3D models and a profiler that can analyse the performance of the GPU, CPU, memory, rendering, and audio. Unity engine also provides a fast and simple way for a rapid prototyping thanks to visual editor which lets the user to build a 3D scene by dragging and dropping objects into the scene window and running it without the need to build the application (Fig. 1). Each object in the scene can be modified using attached scriptable components. Behaviour and properties of any object can be controlled by custom scripts.
Creating a virtual reality environment with a fusion of sUAS and TLS point-clouds
Published in International Journal of Image and Data Fusion, 2020
Dimitrios Bolkas, Jeffrey Chiampi, John Chapman, Vincent F. Pavill
Separation and modelling of the dataset into individual models provide high geometric fidelity and facilitates texturing, as it allows us to apply unique custom-made textures. In addition, it improves performance by allowing Unity to utilise rendering using a process called occlusion culling (Unity 2019a). Occlusion culling builds a hierarchy of potentially visible sets of objects; thus, only visible objects in the user’s field of view are rendered. This is important in order to maintain an acceptable high FPS. The process of manually fitting standard primitives to the point-cloud is time consuming but necessary to ensure high-quality experience.