Cesium for Unreal Now Available
cesium.com
cesium.com
So of what use is the plugin without the streamed data? Can we choose to patch into Bing photogrammetry data as an alternative?
None, but so what? Being open source is useful even if the data you use it with is proprietary.
Yes it is. I don't think this is replacing unreal's level streaming tech either. I'm reading this as a tool to generate content within unreal's existing landscape tiling/streaming tools.
I'm using the web version of Cesium in https://james.darpinian.com/satellites/ and I'm self hosting everything including the globe imagery, for free. (I don't need high resolution imagery for the whole globe because I only show a zoomed out view, but you could store and serve it all yourself in principle).
In addition to the nice 3D graphics I'm also using a bunch of Cesium functions for the actual satellite visibility calculations. It's a great library.
Wow, super nice website, gonna use it to try to see some satellites from now on! Thanks for creating and sharing it.
Even in the video showing off the technology things look downright terrible up close. If you pause at the very beginning you can see handrails on the stairs that are just odd floating blobs, cars have all melted into the ground.
It is incredibly impressive that they have managed to get aerial LIDAR into a game engine, but the visuals are quite jarring up close.
We acquire the data in 3 modes for high buildings, we do low altitude fly over with the 2m drone, then we do facade with the regular drone, and finally we shoot from the ground. We only do ground based lidar, but aerial lidar is improving so maybe that's next. The rest is all high detail photos fed into photogrammetry.
The final results look perfect in cesium, some thin rails might not show up, and windows get a bit funky, but the geometry and the textures load in without a hitch, really cool technology that's so simple in the basis that we built an alternative viewer in Rust+WASM in 3 weeks.
3 months for an alpha
3 quarters for a production release.
You know how engineering estimates work... ;-)
They hand rolled an entire high performance 3D engine in Javascript, which is a big challenge in and of itself. We cheated by using WASM and a high performance programming language, making the 3D engine part trivial. Likewise, I'd be surprised if it took them more than a week or two to get their initial proof of concept working in Unreal Engine.
Oh and I believe their business model is/was to sell hosting and processing for the 3D models. We've been paying them a couple hundred per month just for this service.
Metashape has really good licensing, and their software runs on Linux and is easy to integrate into processing pipelines, also they've got a big featureset.
Reality Capture was super expensive, though that has seemingly changed now that they're bought by Epic, so we might reconsider our strategy there. They make better use of hardware, making them faster, and their resulting models look great. Their licensing was so expensive that we just couldn't afford switching all of our processing to RC.
Go on. I'm curious now.
https://community.spiceworks.com/topic/2129583-gathering-inf...
If you can get a good deal with them it's probably fine, and we only talked to nice people there. But we're still on limited runway, we can't deal with random $20k invoices, even if a nice sales rep reverts the charge when called.
I just happened to watch "how to with John Wilson" S01E02 which was talking about how scaffolding is put up everywhere in nyc because the facade needs to be inspected for loose bricks every 5 years
I'm sure someone could think of an "interesting" game built off of this data but I highly doubt you go through all this engineering effort on that idea alone.
It goes further than that now. For The Mandalorian, they famously set up a "20-foot high, 270-degree semicircular LED video wall"[0] to use as a backdrop for the shots, and that wall was rendering the desired environment using Unreal Engine. No need to chroma key an alien planet in post, when you can make it a part of the scene (and now the actors can see it too as they play!). More at [1].
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[0] - https://www.polygon.com/tv/2020/2/20/21146152/the-mandaloria...
[1] - https://www.unrealengine.com/en-US/blog/forging-new-paths-fo...
But the LED video walls serve two purposes: ensure the lighting and reflections on real objects in the scene match up with the CGI, and give the actors a visualisation to work with.
All the videos and reels I've seen on this talk about "capturing the effects in-camera", so while I wouldn't be surprised if there's some integration and cleanup work to be done (particularly where the wall meets the set), it does sound like what is on the LED wall is what we see in the final footage and it's not just placeholder or pre-viz.
If you were trying to build a virtual version of a real-world location, I would imagine the time savings in starting from real landmarks and buildings would be significant.
It's also used to create TV studios [0]. In the UK, BBC soccer punditry programmes such as 'Match of the Day' are filmed in a green-screen studio with the pundits, desk and chairs, and a virtual studio created using Unreal Engine. Different programmes can get a totally different look by using different Unreal environments.
[0] https://www.unrealengine.com/en-US/industry/broadcast-live-e...
I also note it mentions integrating with unreal's water engine. Unreal's water engine is excellent, but as of yet, not so great with tiled landscapes. Curious how that'll work.