[HN Gopher] ArcGIS Maps SDK brings geospatial data to Unity and ... ___________________________________________________________________ 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/. ___________________________________________________________________ (page generated 2022-08-01 23:00 UTC)