P-31 Adapting Architectural Models for Visualization Using Virtual Reality Headsets
Abstract
Business contracts represent a main source of income for Architects. Acquiring these contracts requires the latest and most immersive technology that improves their sales against competitors. Virtual reality provides an in-depth experience that allows clients to have a reasonable assurance that the building meets their physical expectations. Videos and photos are detached and mundane; while they provide some visual representation they will not allow the user to compare his physical characteristics (height, length, width) with a 3D model. I describe a procedure for automatically importing 3D models from Revit into Unreal4. I also describe the workflow required which includes constraints and benefits found along the way. As my focus was based on VR, a lot of my work was around the Oculus VR headset which provides an immersive experience into future and current buildings. The software tools I wrote modify 3D models to be compliant with UE4 materials, textures, groupings and it allows developers to split buildings into multiple slices improving performance and polygon counts.
Location
Buller Hall
Start Date
2-26-2016 2:30 PM
End Date
2-26-2016 4:00 PM
P-31 Adapting Architectural Models for Visualization Using Virtual Reality Headsets
Buller Hall
Business contracts represent a main source of income for Architects. Acquiring these contracts requires the latest and most immersive technology that improves their sales against competitors. Virtual reality provides an in-depth experience that allows clients to have a reasonable assurance that the building meets their physical expectations. Videos and photos are detached and mundane; while they provide some visual representation they will not allow the user to compare his physical characteristics (height, length, width) with a 3D model. I describe a procedure for automatically importing 3D models from Revit into Unreal4. I also describe the workflow required which includes constraints and benefits found along the way. As my focus was based on VR, a lot of my work was around the Oculus VR headset which provides an immersive experience into future and current buildings. The software tools I wrote modify 3D models to be compliant with UE4 materials, textures, groupings and it allows developers to split buildings into multiple slices improving performance and polygon counts.
Acknowledgments
Dr. Rodney L. Summerscales