Photogrammetry

Photogrammetry Environment 3d Models & Textures

 

Photo scanning or Photogrammetry is a process that calculates the three-dimensional points of a surface using photo’s of a single physical real world object taken from different angles.

You take a large number of pictures of the object (generally at least 50-60 are needed, but for very high res objects hundreds of images may be needed) from all possible directions, then use these photos as an input for software that generates a 3d model. The software will look for features that are visible in multiple pictures and try to calculate from which point the picture was taken.

Knowing the camera positions and orientations, it creates a 3D point cloud that corresponds to the 2D details on the photo, think of a point cloud as millions of dots in 3d world space (X,Y,Z Possitions).

This point cloud can then be used to generate polygons connecting these dots together to create a surface skin that represents the object. Not only does it create the model but uses the photo’s to texture the 3d model creating a final photoreal version of that real world object in the computer.

 

The images shown above are just a few examples of the 3D models generated by us to be included in our terrain environment packs, The finished packs will include High Res models and lower poly count bakes ready for realtime environment usage.

Project included

Photography, Blender 3D, Meshroom Photogrametry software,

3D Model creations, including: 

  • Roads
  • Bollards
  • Telephone poles
  • Ground clutter
  • Tree stumps
  • Speed bumps
  • Mud banks
  • Rocks
  • Cliffs

All objects have been retopologised to include lower polygon versions and texture baked ready for realtime game environments engines like UE4, Unity etc.

Gravity Simulation

Gravity Simulation

 

Built in Unreal Engine 3, this real time demo was developed to demonstrate emisive particle systems with collision and vortex gravity field animation.

 

First Person Shooter

First Person Shooter Game Prototype

 

Developed in Unreal engine 3, this prototype first person shooter was developed in order to improve water fluid systems, fresnal reflection and refraction techniques along with different types of lighting to create interesting approaches to realism in first person gaming.

 

Interior Arch Vis

Interior Arch Vis

 

Developed in Unreal Engine 3, this interior Architectural  Visualisation offer demonstrates real-time interior Arch Vis offering the client the ability to walk through the environment at leisure, rather than through a fixed path pre-rendered animation.

 

 

Open World Grassy Terrain

Open World Grassy Terrain

 

Open world real time landscape design for prototype game projects, real-time simulation or high res 3D animation. This project gives real-time developers and animators the ability to focus on higher level tasks from a stable terrain foundation accelerating project delivery.

The procedural approach developed for this project gives us the ability to terrain layer mask within engine and generate procedural foliage placement of trees, shrubs, rocks and all environmental assets by using a layer mask to place objects rather than manual user placement. This means that generating massive terrain environments is possible, eliminating manual placement and configuration of elements within large scale environments which would bear near impossible at massive scale. Using our procedural approach we are able to develop Massive terrains within hours.

Project included

procedural terrain generation

Texture development, including: 

  • 16 bit height map
  • Deposition map
  • Flow map
  • Ambient occlusion map
  • Grass masking
  • Rock masking
  • Slope masking
  • Wear map
  • Normal map

having these base maps allows for texturing to a near photo real level.

Asset Creation

  • Organic models
  • Rock Models
  • Terrain model format creation from height map

lighting Setup

HDRI real time lighting
Direct sun set up and cascaded shadow mapping for realtime shadows and global illumination

 

Open World Snowy Terrain

Open World Snowy Terrain

 

Open world real time landscape design for prototype game projects, real-time simulation or high res 3D animation. This project gives real-time developers and animators the ability to focus on higher level tasks from a stable terrain foundation accelerating project delivery.

 

 

The procedural approach developed for this project gives us the ability to terrain layer mask within engine and generate procedural foliage placement of trees, shrubs, rocks and all environmental assets by using a layer mask to place objects rather than manual user placement. This means that generating massive terrain environments is possible, eliminating manual placement and configuration of elements within large scale environments which would bear near impossible at massive scale. Using our procedural approach we are able to develop Massive terrains within hours.

Project included

procedural terrain generation

Texture development, including: 

  • 16 bit height map
  • Deposition map
  • Flow map
  • Ambient occlusion map
  • Grass masking
  • Rock masking
  • Slope masking
  • Wear map
  • Normal map

having these base maps allows for texturing to a near photo real level.

Asset Creation

  • Organic models
  • Rock Models
  • Terrain model format creation from height map

lighting Setup

HDRI real time lighting
Direct sun set up and cascaded shadow mapping for realtime shadows and global illumination