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