eprintid: 10087769 rev_number: 18 eprint_status: archive userid: 608 dir: disk0/10/08/77/69 datestamp: 2019-12-11 11:12:11 lastmod: 2021-11-23 23:44:06 status_changed: 2019-12-11 11:12:11 type: proceedings_section metadata_visibility: show creators_name: Thiel, F creators_name: Discher, S creators_name: Richter, R creators_name: Döllner, J title: Interaction and locomotion techniques for the exploration of massive 3D point clouds in vr environments ispublished: pub divisions: UCL divisions: B04 divisions: C05 divisions: F48 keywords: Virtual reality, 3D point clouds, Real-time rendering, Locomotion, Interaction techniques note: This work is distributed under the Creative Commons Attribution 4.0 License. https://creativecommons.org/licenses/by/4.0/ abstract: Emerging virtual reality (VR) technology allows immersively exploring digital 3D content on standard consumer hardware. Using in-situ or remote sensing technology, such content can be automatically derived from real-world sites. External memory algorithms allow for the non-immersive exploration of the resulting 3D point clouds on a diverse set of devices with vastly different rendering capabilities. Applications for VR environments raise additional challenges for those algorithms as they are highly sensitive towards visual artifacts that are typical for point cloud depictions (i.e., overdraw and underdraw), while simultaneously requiring higher frame rates (i.e., around 90 fps instead of 30–60 fps). We present a rendering system for the immersive exploration and inspection of massive 3D point clouds on state-of-the-art VR devices. Based on a multi-pass rendering pipeline, we combine point-based and image-based rendering techniques to simultaneously improve the rendering performance and the visual quality. A set of interaction and locomotion techniques allows users to inspect a 3D point cloud in detail, for example by measuring distances and areas or by scaling and rotating visualized data sets. All rendering, interaction and locomotion techniques can be selected and configured dynamically, allowing to adapt the rendering system to different use cases. Tests on data sets with up to 2.6 billion points show the feasibility and scalability of our approach. date: 2018-09-19 date_type: published publisher: Copernicus GmbH official_url: https://doi.org/10.5194/isprs-archives-XLII-4-623-2018 oa_status: green full_text_type: pub language: eng primo: open primo_central: open_green verified: verified_manual elements_id: 1720816 doi: 10.5194/isprs-archives-XLII-4-623-2018 lyricists_name: Thiel, Felix lyricists_id: FJTHI41 actors_name: Thiel, Felix actors_id: FJTHI41 actors_role: owner full_text_status: public publication: International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences - ISPRS Archives number: 4 place_of_pub: Delft, The Netherlands pagerange: 697-701 event_title: ISPRS TC IV Mid-term Symposium “3D Spatial Information Science – The Engine of Change” institution: ISPRS TC IV Mid-term Symposium “3D Spatial Information Science – The Engine of Change” book_title: ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences citation: Thiel, F; Discher, S; Richter, R; Döllner, J; (2018) Interaction and locomotion techniques for the exploration of massive 3D point clouds in vr environments. In: ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences. (pp. pp. 697-701). Copernicus GmbH: Delft, The Netherlands. Green open access document_url: https://discovery.ucl.ac.uk/id/eprint/10087769/1/isprs-archives-XLII-4-623-2018.pdf