The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences
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Articles | Volume XLVI-4/W5-2021
Int. Arch. Photogramm. Remote Sens. Spatial Inf. Sci., XLVI-4/W5-2021, 493–499, 2021
https://doi.org/10.5194/isprs-archives-XLVI-4-W5-2021-493-2021
Int. Arch. Photogramm. Remote Sens. Spatial Inf. Sci., XLVI-4/W5-2021, 493–499, 2021
https://doi.org/10.5194/isprs-archives-XLVI-4-W5-2021-493-2021

  23 Dec 2021

23 Dec 2021

UAV-BASED 3D VIRTUAL TOUR CREATION

U. G. Sefercik1, T. Kavzoglu1, M. Nazar1, C. Atalay2, and M. Madak3 U. G. Sefercik et al.
  • 1Dept. of Geomatics Engineering, Gebze Technical University, Kocaeli, Turkey
  • 2Dept. of Geomatics Engineering, Bulent Ecevit University, Zonguldak, Turkey
  • 3Dept. of Digitalization, Gizil Energy Inc., Istanbul, Turkey

Keywords: UAV, SFM, 3D Textured Mesh Model, Virtual Reality, Unity

Abstract. Lately, improvements in game engines have increased the interest in virtual reality (VR) technologies, that engages users with an artificial environment, and have led to the adoption of VR systems to display geospatial data. Because of the ongoing COVID-19 pandemic, and thus the necessity to stay at home, VR tours became very popular. In this paper, we tried to create a three-dimensional (3D) virtual tour for Gebze Technical University (GTU) Southern Campus by transferring high-resolution unmanned air vehicle (UAV) data into a virtual domain. UAV data is preferred in various applications because of its high spatial resolution, low cost and fast processing time. In this application, the study area was captured from different modes and altitudes of UAV flights with a minimum ground sampling distance (GSD) of 2.18 cm using a 20 MP digital camera. The UAV data was processed in Structure from Motion (SfM) based photogrammetric evaluation software Agisoft Metashape and high-quality 3D textured mesh models were generated. Image orientation was completed using an optimal number of ground control points (GCPs), and the geometric accuracy was calculated as ±8 mm (~0.4 pixels). To create the VR tour, UAV-based mesh models were transferred into the Unity game engine and optimization processes were carried out by applying occlusion culling and space subdivision algorithms. To improve the visualization, 3D object models such as trees, lighting poles and arbours were positioned on VR. Finally, textual metadata about buildings and a player with a first-person camera were added for an informative VR experience.