Abstract
Abstract. With this paper, we present a novel approach for efficiently creating reality-based, high-fidelity urban 3D models for interactive VR cycling simulations. The foundation of these 3D models is accurately georeferenced street-level imagery, which can be captured using vehicle-based or portable mapping platforms. Depending on the desired type of urban model, the street-level imagery is either used for semi-automatically texturing an existing city model or for automatically creating textured 3D meshes from multi-view reconstructions using commercial off-the-shelf software. The resulting textured urban 3D model is then integrated with a real-time traffic simulation solution to create a VR framework based on the Unity game engine. Subsequently, the resulting urban scenes and different planning scenarios can be explored on a physical cycling simulator using a VR helmet or viewed as a 360-degree or conventional video. In addition, the VR environment can be used for augmented reality applications, e.g., mobile augmented reality maps. We apply this framework to a case study in the city of Berne to illustrate design variants of new cycling infrastructure at a major traffic junction to collect feedback from practitioners about the potential for practical applications in planning processes.
Highlights
Creating reality-based virtual environments of complex urban spaces is a challenging and complex task
VR scenes support the credibility of the depicted planning scenarios
A special requirement of VR environments for cyclists and pedestrians is the necessity of an eye-level perspective and for a high-definition representation of the environment of the walking or cycling paths
Summary
Creating reality-based virtual environments of complex urban spaces is a challenging and complex task This is the case if Virtual Reality (VR) scenes – as in the case of our cycling simulation scenario – are firstly meant to communicate future urban planning scenarios to the local population and politicians and are secondly intended to aid the political decision-making process. In these cases, VR scenes support the credibility of the depicted planning scenarios. It is possible to create dynamic environments by either moving objects in the environment, or by moving the individual This distinguishes these VR environments from the prevailing bird’seye-view perspective of current state-of-the art mesh-based 3D urban models. We demonstrate the exploitation of the VR model by using a physical VR cycling simulator and by generating 360-degree videos to highlight the advantages and differences of various street design scenarios
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