[Fiware-miwi] oulu3d city model

Toni Alatalo toni at playsign.net
Mon Sep 9 05:15:40 CEST 2013


On Sep 8, 2013, at 11:57 AM, Philipp Slusallek <Philipp.Slusallek at dfki.de> wrote:
> We will definitely give it a try and Torsten can report the results,
> once we did. This may also be a data set that we can use for benchmarking.

Cool, and yes that's what we planned as one of the tests.

> I actually just tried loading the scene into Blender (Version 266a under
> Linux) but did not really know where to start. All the readmes are in
> Finnish and the Masterscene file just shows a few markers (but then I am
> not a Blender expert either :-). Any hints at how to load the entire
> scene into Blender to look at it?

Masterscene has it - apparently you need to move the camera closer and change to a shaded viewport mode to see more .. the 'few markers' looks is from being afar and in wireframe mode, sorry about that :)

> One aspect that we on our side should be looking into a bit more is
> support for compressed textures (so they do not get expanded along the
> way but are passed through to the HW directly). This is related to the
> shading work we are doing right now. Might take a bit to get there,
> though. Any ideas Kristian/Felix?

AFAIK it is basically trivial with WebGL - just call the function to load a compressed texture when you encounter an asset of that type.

> We have some similar models that we used in our XML3D-REPO project, you
> can look at them at http://verser2.cs.ucl.ac.uk/xml3drepo/ (this is a
> tiny server at UCL, so be careful with it please :-). Works best with
> Chrome for me. It should give you a good idea for the rendering
> performance of XML3D. Also please keep them confidential.

Great, we'll test.

Cheers,
~Toni

> Not everything in the table works, but you can try some non-trivial
> scenes like
> -- UT4_Austria
> -- Arabic_City
> -- Sumerian_City
> -- UT4_WildWest
> -- UT4_Beijing_B1
> -- UT4_IB
> -- UT4_Maximus_v1
> -- UT4_Poland_B10
> -- UT4_Paradise
> 
> Within the table you find different versions of the models in various
> formats (see the paper at
> https://graphics.cg.uni-saarland.de/2013/xml3drepo/).
> 
> The default view is often in the middle of the scene: Use the left mouse
> button to rotate a bit upwards and then retrat with the right mouse button.
> 
> Note that there is no scheduling of the loading yet and that textures
> are at the every end right now, so be patient.
> 
> 
> 
> Best,
> 
> 	Philipp
> 
> Am 06.09.2013 11:22, schrieb Toni Alatalo:
>> (was discussed in the meeting now)
>> 
>> This is the old small & even optimised version from >year ago, for use
>> for first performance tests now:
>> http://www.ee.oulu.fi/~antont/download/oulu3dlive-lofi.zip
>> 
>> There's the source blends, with a Masterscene blend where everything is
>> integrated so it's easy to export to whatever you can export to from
>> Blender.
>> 
>> With DDS textures at least, runs fine with Ogre and I think with
>> three.js too (others (especially CIE) have done that earlier, we are
>> repeating now at Playsign too). Would be really interesting to know how
>> xml3d.js runs it so please tell if you test on the DFKI side --
>> otherwise we can give it a sho v>
>> It is nothing special and also quite small, 9 blocks, with somewhat high
>> detail (is an optimised version though for low end machines).
>> 
>> The new version with some ~30 blocks is being worked on in an SVN now -
>> we'll share that later. With that we'll really need managing resources
>> sensibly, loading & unloading based on distance/visibility etc., perhaps
>> using image placeholders instead of the geometry so much etc.
>> 
>> This is creative commons material by the Oulu smart city consortium /
>> University of Oulu NIMO EU & internal infrastructure projects. Not
>> really published for big audiences yet (launch with applications on top
>> is being prepared) so not something to publish widely, but is fine to
>> use in research and experiments and project protos etc.
>> 
>> It is Creative Commons share alike so if you somehow improve the
>> original base model we ask you to share the improvements.
>> 
>> ~Ton i
>> <
>> 
>> 
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> 
> 
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