Conference Paper (PDF Available) · January 2016with 21 Reads
Conference: Proceedings of the 16th International Conference on Construction Applications of Virtual Reality, 11-13 December 2016, HK, At Hong Kong
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Researchers have indicated promising futures concerning the application of Virtual Reality (VR) for Architecture, Engineering and Construction / Facilities Management (AEC/FM) as an industry. Technological advancements have allowed for utilization of highly-efficient computer-based cloud servers. To cater for this potential, contemporary AEC/FM practices demand application of a higher quantity and more advanced mobile devices. Conventionally, contractors often rely on printed drawings, slides and videos to facilitate/inform on-site workers. These methods can be out of date and fail to account for variabilities in usage patterns. On the other hand, establishment of comprehensive VR scenes requires expensive hardware not perfectly suitable for on-site conditions, most specifically in conventional circumstances. Moreover, development of all-inclusive VR frameworks including various components namely: video roaming, VR scene creation, AEC/FM simulation, etc are usually not cost-effective and require considerably time/energy consuming efforts. Correspondingly, this research proposes an integrated methodology for utilizing BIM models in Unreal Engine 4 or Unity 3D for mobile streaming services. Initially, BIM models for this research are generated by designers using Autodesk Revit. Subsequently, digital point-cloud terrain models from Satellites are transformed into GPS Elevation Fitting Models in World Machine. Next, BIM and GPS Elevation Fitting Models are integrated in Unreal Engine 4 or Unity 3D. Then, the Virtual Reality scenes are projected by GeForce Experience. Finally, Stream Theater is used in mobile devices such as mobile phones, pads, etc. to receive frames from the cloud server. Eventually, the proposed methodology is validated in the Bailintou Monastery project. The results of this research are expected to significantly reduce the work redundancy and hardware requirements while promoting the visualization of VR-based project presentations and user mobility adaptions.
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