[HN Gopher] ArcGIS Maps SDK brings geospatial data to Unity and ...
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       ArcGIS Maps SDK brings geospatial data to Unity and Unreal Engine
        
       Author : noplsbecivil
       Score  : 46 points
       Date   : 2022-08-01 19:19 UTC (3 hours ago)
        
 (HTM) web link (spectrum.ieee.org)
 (TXT) w3m dump (spectrum.ieee.org)
        
       | spicyusername wrote:
       | Nvidia is working on a platform, Omniverse, to do exactly this
       | using Pixar's Universal Scene Description format.
        
       | noplsbecivil wrote:
       | I visited an architectural firm many years ago, where they had
       | started to show prospective customers prototypes of designs via
       | an xbox. The customers could walk around, go inside the building
       | and the experience helped them win deals. Always wondered why
       | more firms didn't try something like that. Its great to see more
       | sdks making things like that easier
        
         | madrox wrote:
         | I remember visiting AutoCAD in SF once, and they had a driving
         | simulator for the newly constructed Presidio Parkway Tunnels,
         | which were designed in AutoCAD. Simulation of real spaces is an
         | interesting niche that I suspect will get leveraged way, way
         | more as the data becomes pervasive.
        
         | andrewxdiamond wrote:
         | it sounds cool, but I wonder how much work goes into it.
         | 
         | Is it possible for the firm to produce the walk-around model
         | from their actual design tools?
         | 
         | Without that, an Xbox based simulator is pretty expensive
         | marketing material and it wouldn't be a perfect match to the
         | real plans.
        
           | andrewxdiamond wrote:
           | Maybe that's the next startup, pipeline to transform
           | architectural designs in whatever-normal-format to a rendered
           | videogame-ish sim.
        
           | yrgulation wrote:
           | One can easily convert cad into playable meshes and slap an
           | fps character controller for walking around. Texturing is
           | trivial.
        
             | andrewxdiamond wrote:
             | The other thread here explains from the perspective of
             | someone who tried why you may be over-trivializing this
             | 
             | https://news.ycombinator.com/item?id=32311254
        
               | yrgulation wrote:
               | I bumped into similar issues - most kitbash modes i use
               | are detailed down to screws. I remesh them or blender
               | simplify them or drop the details. It is somewhat time
               | consuming but nowhere near the complexity described in
               | there. And for a building you dont need that level of
               | detail.
        
               | andrewxdiamond wrote:
               | For sure it's achievable, but how much does this actually
               | add to the value a firm provides?
               | 
               | Is it more than the cost of a technical person who knows
               | how's to make the models?
               | 
               | And if you internally automate it, are the results clean
               | enough to show to prospective clients?
               | 
               | And even if the above two concerns are met, is the ROI on
               | this higher than any other prospect the company has to
               | increase customer satisfaction?
        
               | bshipp wrote:
               | We experimented with a similar process in agriculture for
               | customer VR tours of facilities that are too remote or
               | would result in excessive biosecurity risk for the
               | plants/animals inside.
               | 
               | However, we now just use 360 degree video to provide a
               | better, more realistic experience. it's not helpful for
               | exploring designs, but its a better choice (IMHO) for
               | tours of facilities that already exist.
        
       | liveoneggs wrote:
       | https://www.youtube.com/watch?v=giaBnzuiPF4
        
       | fellowniusmonk wrote:
       | Royal Caribbean has an entire old style VR room for the
       | executives to examine ships during the design phase, they've been
       | doing it for awhile.
        
       | navbaker wrote:
       | No word on cost that I could see in the article. I'm assuming it
       | will be ludicrously expensive like ArcGIS proper?
        
         | CA0DA wrote:
         | There's a free tier, not sure if the Unity/Unreal stuff is
         | included in that: https://developers.arcgis.com/pricing/
        
         | cyanydeez wrote:
         | All hail QGis
        
       | pugworthy wrote:
       | This idea of importing CAD-type content into game engines has
       | been around for ages. People used Duke Nukem 3D to model building
       | interiors, and not just for workplace deathmatch amongst the IT
       | crew.
       | 
       | The core problem of CAD importing in my experience is that CAD
       | content is not at all designed for or suitable for direct game
       | engine importing. It requires a ton of cleaning to be optimized.
       | 
       | It's one thing to bring in some terrain and an appropriate
       | overlay of imagery, but another thing to try and import actual
       | CAD content.
       | 
       | As an example, I had the CAD files for a large industrial
       | printing press at work, and thought about importing them into
       | Valve's latest engine for VR. But the CAD files were TOO
       | detailed. I mean literally the threads on each screw were
       | modeled, and even the interior of the lock on a cabinet that was
       | part of the machine. Every single component on circuit boards was
       | modeled. It brought Hammer and the game engine to its knees with
       | all the detail.
       | 
       | Another issue with CAD is that not only can things be incredibly
       | overly complex, but the model can include details that the end
       | user simply has no need to visualize, and hence no need for the
       | engine to try and render. Like the interior of that generic key
       | hole latch on the cabinet. You don't need to model the interior
       | of a pipe let alone some complex interior valve unless there is a
       | reason to actually see that detail. 99% of the time a cylinder
       | will do just fine.
       | 
       | Then there is kinematics and animation. Want doors to open and
       | close? Objects that are moveable by humans to be physics objects?
       | You have to do all that yourself. Why would you do that? Well
       | because that's part of an immersive environment that creates a
       | truly engaging and informative experience for the design you are
       | working with.
       | 
       | In the end it was easier to draw on my past experience as a level
       | designer. I selectively imported some details that would be
       | difficult to reproduce, then hand built other components out of
       | simple shapes and apply textures that showed the necessary detail
       | without actually modeling it in detail. And if I did need detail,
       | I could remodel a specific part at a higher level of detail and
       | take advantage of built in level of detail management for models
       | to keep the engine happy.
       | 
       | Summary: nice idea, been talked about for ages, not really that
       | easy if you actually want to build good interactive content in a
       | game engine.
        
         | jayd16 wrote:
         | UE5's Nanite might be able to handle all the detail. I'd be
         | curious to hear if anyone has tried it.
        
           | [deleted]
        
         | Melatonic wrote:
         | Tons of VFX and game content "shortcut" strategies like this
         | require lots of cleanup however - even very good 3D
         | photogrammetry scans are probably going to need to be
         | manipulated (even if they look visually great) from an artistic
         | point of view. The whole point is shortcutting and cutting time
         | off the artists table. Lidar does not really give you anything
         | that you can directly use out of the box but it does give you a
         | huge leg up with perspective, sizing, etc etc.
         | 
         | Certainly not a silver bullet but it seems like it could be a
         | huge time saver in certain scenarious
        
         | dvisca wrote:
         | Importing CAD files into GIS I always encounter the opposite,
         | especially if the files are from architects. They can't even
         | close their polygons.
        
           | takk309 wrote:
           | I was going to say the same thing. Seems like a lot of art
           | focused vector programs aren't as rigorous with their
           | polygons as a CAD program. But, I suppose it is just a matter
           | of the level of detail the end use demands.
        
         | spockz wrote:
         | This sounds like a type of problem where on import a pad can be
         | done to remove invisible detail. Then if any changes like
         | making a door interactive can be remembered and re-applied, or
         | perhaps even written declaratively. "All objects with label X
         | can be opened". Then it seems like at least the import prices
         | can be more repeatable.
         | 
         | (Btw, I'm amazed that invisible details effect rendering, even
         | our university toy renderer had a pass on visibility.)
        
         | taeric wrote:
         | This feels like it could be part of an import pipeline, though?
         | Simplification of the models can't be automated at all?
        
           | jayd16 wrote:
           | It can be automated but a deep import pipeline would really
           | hurt iteration times. There's also a lot of tuning that goes
           | into what is and is not the important part of a model and
           | whether the simplification removes detail you expect to see.
        
           | madrox wrote:
           | There are many tools that do this, but more often than not
           | they still require significant hand tuning to look good. Best
           | metaphor I can think of is publishing a translation of a
           | novel. You can google translate it to get started, but you
           | probably still need to reread the whole thing. In many cases,
           | it's probably faster to start from scratch.
        
       | mistrial9 wrote:
       | another log on the pyre of tech modernity - prepare to show your
       | cell phone number and government issued ID to see it.
        
       | rad_gruchalski wrote:
       | I'm sure those in the industry know about it. There's slso Cesium
       | for Unreal: https://cesium.com/platform/cesium-for-unreal/.
        
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