Author:
Hilfert Thomas,König Markus
Abstract
Abstract
Background
Presenting significant building or engineering 3D-models is a crucial part of the planning, construction and maintenance phases in terms of collaboration and understanding. Especially in complex or large-scale models, immersion is one of the major key factors for being able to intuitively perceive all aspects of the scene. A fully immersive system needs to give the user a large field-of-view with reduced latency for lifelike impression. Technologies such as VRwalls and shutter glasses can deliver high refresh rates, yet fail to give a large field-of-view. Head-mounted-devices for virtual reality fill this gap. Head tracking mechanisms translate movements of the user’s head into virtual camera movements and enable a natural way of examining models. Unlike a stereoscopic representation with projectors, point-of-view tracking can be achieved separately for each individual user. Hardware costs for such systems were very high in the past, but have dropped due to virtual reality systems now gaining traction in the mainstream gaming community.
Methods
In this paper we present a way to build a low-cost, highly immersive virtual reality environment for engineering and construction applications. Furthermore, we present a method to simplify and partly automate the process of reusing digital building models, which are already used in construction, to create virtual scenes, instead of having to do parallel content creation for visualization. Using the Oculus Rift head-mounted display and the Leap Motion hand-tracking device, we show the possibilities of naturally interacting within a virtual space in different use cases. The software, based on the popular game engine Unreal Engine 4, will be used as a basis for further research and development.
Results
Building Information Modeling data can be imported to UE4 with our presented plugin. Using an automated database for mapping materials to the geometry simplifies the process of importing Building Information Modeling entities. The refresh rate of the system stays within acceptable margins needed for virtual reality applications using head-mounted devices.
Conclusions
Head-mounted devices present a great potential for the Architecture, Engineering and Construction industry, as a person can experience realistic first-person situations without having to care about injuries. Automated processes for the simplification of content creation, leveraging existing models, and the usage of visual programming languages enable even nonprogrammers to create scenarios to their needs.
Publisher
Springer Science and Business Media LLC
Subject
Computer Graphics and Computer-Aided Design,Computer Science Applications,Computer Vision and Pattern Recognition,Engineering (miscellaneous),Modelling and Simulation
Reference23 articles.
1. Beetz, J, van Berlo, L, de Laat, R, van den Helm, P (2010). BIMserver. org–An open source IFC model server. In Proceedings of the CIP W78 conference.
2. buildingSMART (2015). BIM collaboration format – BCF intro. http://www.buildingsmart-tech.org/specifications/bcf-releases, Accessed: 20.08.2015
3. Control VR (2015). Control VR. https://www.kickstarter.com/projects/controlvr/control-vr-motion-capture-for-vranimation-and-mor, Accessed: 30.01.2015
4. Das, M., Cheng, J., & Kumar, S. S. (2015). Social BIMCloud: a distributed cloud-based BIM platform for object-based lifecycle information exchange. Visualization in Engineering, 3, 8.
5. Dereau, B (2015). Unreal Paris Virtual Tour. http://www.benoitdereau.com, Accessed: 30.01.2015
Cited by
146 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献