Virtual Reality for BIM - take 2: Practical Application

Virtual Reality for BIM - take 2: Practical Application

Since my previous post on VR for BIM using Unity 3D with the Google VR SDK, quite a lot has happened in terms of my workflow development to produce these virtual models. I had to develop, modify and borrow a couple of C# & Java scripts (thanks to those who made contributions) to enable interactive model exploration, teleporting to predefined locations and jumping to other scenes in the project. This was not easy, but now that the workflow is in place, I can use it as a template for future projects of the same kind.

This time 'round I decided to use the Autodesk Infraworks 360 Model Builder tool to generate the ground data, roads, pathways, railways, water areas and surrounding buildings, which can be exported as FBX models afterwards. This proved efficient at first, but later I realised that vast resources are required to run any decent size terrain of this source on a mobile phone. So I had to split the export from Infraworks to export ground data and building separately. I also removed smaller buildings & irrelevant data from the Infraworks model to try and reduce the final size & complexity of the mesh that will ultimately be generated. I then processed these FBX models in 3DS MAX for further optimisation, and finally used the 3DS Max Game Exporter Extension to export the models (again as FBX):

The main model of the project, which is a Revit model, was also exported from Revit to 3DS MAX using FBX, simplified, optimised and again exported using the same 3DS Max Game Exporter Extension. I created another "simplified" version of the entire building using 3DS MAX and "Box" elements, wrapped with a texture of the building which as obtained by rendering each elevation of the building back in Revit.

The detailed Revit model:

Simplified "Box" model in 3DS MAX:

The result of the "Box" model in Unity:

The reason for the simplified "Box" model is to save resources when trying to navigate the model. I found that the detailed Revit (exported to FBX) was way to "heavy" to use in real-time.

Once I had all of the required geometry, I placed them into 2 separate scenes. The first scene would start where the viewer is placed outside of the proposed building in a street view, and can then walk towards the building entrance, and after reaching a certain area around the building, will then be "teleported" to another scene which hosts the detailed version of the Revit model, but only for 3 of the 18 floors:

Separate floors in Revit:

The second scene in Unity:

As you can see from the image above, only the first 2 floors, and then the topmost floors are in the second scene model. This is to keep resource requirements down, and since the viewer is now inside the building, he / she will never know the difference. I then placed collider objects in the model to transport / teleport the viewer from location to location:

The result is a reasonably responsive virtual environment, with realistic environmental / surrounding views both inside and towards the outside of the apartments. The compiled Android package was just under 100MB, and a serious processing powered phone was required to navigate the model with ease (Samsung Galaxy S6 was used with this model, in a Google Cardboard V2.0 headset).

There is definitely a benefit in doing this, even if it is just for learning & fun. Immediately after showing the previous "test" model around the office, I was asked to develop a VR model for an active project to impress our clients, and to demonstrate our capabilities. Online resources for Unity 5+ with Google VR SDK 0.8+ are still very limited (samples scripts for versions prior to Google VR SDK 0.8 will usually not work), but you'll find a couple of tutorials on YouTube and from the Unity sites.

This has truly been a rewarding experience, and I am definitely not done with this technology. From here I would like to move onto a better VR headset, for mobile phones at this stage, but definitely look at PC driven VR models and headsets for more resource hungry & realistic models.

要查看或添加评论,请登录

Chris Vorster的更多文章

  • BIMWERX is heading to Perth!

    BIMWERX is heading to Perth!

    The team from BIMWERX in Auckland is on its way to Perth to discuss the integration of AI in Structural Analysis and…

    4 条评论
  • Using AEC technologies at home

    Using AEC technologies at home

    I recently finished building my home aquaponic system. Aquaponics is a closed-loop independent system where fish waste…

    2 条评论
  • BIM & DE - How much does it cost?

    BIM & DE - How much does it cost?

    I am often asked how much BIM (Building Information Modelling) and/or DE (Digital Engineering) would cost to implement…

    1 条评论
  • VR models for ANY device and platform

    VR models for ANY device and platform

    I have been researching and experimenting with VR and AR for mobile devices for quite some time now. Even though…

    2 条评论
  • "Gaming" or "CAD" workstation?

    "Gaming" or "CAD" workstation?

    If you're in the AEC industry, and make use of modern software technologies such as those by Autodesk, Act-3D B.V.

    4 条评论
  • Revit Change Analysis

    Revit Change Analysis

    How do you confidently determine the change(s) that has been applied to a newer version of a model using Revit? Yes…

    9 条评论
  • Virtual Reality for BIM

    Virtual Reality for BIM

    After a lot of research I ended up using a combination of Revit, 3DS Max and Unity (with Google VR for Unity SDK) to…

    4 条评论

社区洞察

其他会员也浏览了