Computer Graphics World

January/February 2015

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j a n u a r y . f e b r u a r y 2 0 1 5 c g w 3 7 source storage and content development. Another important tool was the UberCam, used for simulta- neously creating the reflection- map images necessary for Unity and for LightWave. Instances, however, do not copy over to Unity as instances; instead, they present them- selves as mesh clones, which are helpful but less memo- ry-efficient. So, the team used MeshBrush, an inexpensive Unity plug-in, to place instanc- es in Unity directly. Later, they used another Unity plug-in, called Cubemapper (from Spreadcamp), to rapidly create cube-map reflection images for ceramic scene elements. R U N N I N G I N R E A L T I M E Despite the impressive detail in the images, all the models were highly optimized to run in real time. This was made easier, in part, by the villa architect's use of functionalist architecture, as well as the pre-Ikea boxy furni- ture within, as the villa's design is linear, with straight lines. For efficiency, the artists used occlusion-culling methods, including those within Unity Pro. Sometimes, though, Childers had to devise special program- ming to reduce the number of models rendered, without com- promising real-time reflections on the desktop versions. Also, prior to final UV creation and baking, the team would assess whether there were any poly- gons that would remain hidden; if so, they deleted them from the mesh to provide additional tex- ture-area space and real-time performance. Indeed, the InterMoca group is well versed in generating assets for running in real time. However, there are some big differences that are specific to this kind of visualization. "Our other work involving the creation of game assets and scenery did not require precision when it came to placement or the overall ge- ometry. Also, game models oen just have to look the part or look cool. With architectural visual- ization, the aim is to make the imagery look as nice as possible. In both instances, many textures can be repeated and simulated with libraries or off-the-shelf textures," says Greenyer. "With Villa Tugendhat, the goal was to create a replica of an exist- ing building; flexibility is only afforded by the limitations of the delivery platforms. While the building prides itself in having few materials (wood, glass, and so forth), the grains in the wood are unique for each item of furni- ture. The real skill was establish- ing a way to texture the assets so they would render extremely fast on low-specification mobile platforms." The mobile platforms pre- sented the biggest challenge: The release versions had to run on OpenGL ES2, 1 gb RAM smart devices. As a result, the artists had to be constantly aware of the polygon count, texture size, and rendering challenges – far more restrictive than desktop machines. O N E M O R E F L O O R T O G O The next major development of the villa visualization is the technical level, which contains pipes and complex machinery, such as boilers and motors. For this section, Greenyer is using a highly accurate mobile 3D scanning system with real-time mesh reconstruction for model references and, later, optimized meshes. The group also hopes to make a version of the visu- alization for the Oculus Ri or Galaxy Note 4-based headset, to make the experience even more immersive. Meanwhile, Greenyer has already been scouting another monument that he would love to re-create virtually: the Antoni Gaudí house in Barcelona – a structure that is almost funda- mentally opposite in design to the Villa Tugendhat in that "it has almost no straight lines," he says. In fact, InterMoca would like to develop accurate, real-time visualizations for other protected buildings and UNESCO mon- uments, eventually using that business model as the founda- tion for the company. ¢ Karen Moltenbrey is the chief editor of CGW. FOR THIS ARCHITECTURAL RE-CREATION, THE ARTISTS HAD TO BE PRECISE WITH THEIR SCENES. " THE REAL SKILL WAS ESTABLISHING A WAY TO TEXTURE THE ASSETS SO THEY WOULD RENDER EXTREMELY FAST ON LOW-SPECIFICATION MOBILE PLATFORMS."

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