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| Hauptverfasser: | , , , , , , |
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| Format: | Preprint |
| Veröffentlicht: |
2025
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| Schlagworte: | |
| Online-Zugang: | https://arxiv.org/abs/2507.18664 |
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| _version_ | 1866911075680649216 |
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| author | Murray, Aidan Waite, Eddie Ross, Caleb Mitchell, Scarlet Bradley, Alexander Jamrozy, Joanna Mitchell, Kenny |
| author_facet | Murray, Aidan Waite, Eddie Ross, Caleb Mitchell, Scarlet Bradley, Alexander Jamrozy, Joanna Mitchell, Kenny |
| contents | Building realistic wide scale outdoor 3D content with sufficient visual quality to observe at walking eye level or from driven vehicles is often carried out by large teams of artists skilled in modelling, texturing, material shading and lighting, which typically leads to both prohibitive costs and reduced accuracy honoring the variety of real world ground truth landscapes. In our proposed method, we define a process to automatically amplify real-world scanned data and render real-time in animated 3D to explore at close range with high quality for training, simulation, video game and visualisation applications. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2507_18664 |
| institution | arXiv |
| publishDate | 2025 |
| record_format | arxiv |
| spellingShingle | Generating real-time detailed ground visualisations from sparse aerial point clouds Murray, Aidan Waite, Eddie Ross, Caleb Mitchell, Scarlet Bradley, Alexander Jamrozy, Joanna Mitchell, Kenny Graphics Computer Vision and Pattern Recognition I.3.2; I.4.10 Building realistic wide scale outdoor 3D content with sufficient visual quality to observe at walking eye level or from driven vehicles is often carried out by large teams of artists skilled in modelling, texturing, material shading and lighting, which typically leads to both prohibitive costs and reduced accuracy honoring the variety of real world ground truth landscapes. In our proposed method, we define a process to automatically amplify real-world scanned data and render real-time in animated 3D to explore at close range with high quality for training, simulation, video game and visualisation applications. |
| title | Generating real-time detailed ground visualisations from sparse aerial point clouds |
| topic | Graphics Computer Vision and Pattern Recognition I.3.2; I.4.10 |
| url | https://arxiv.org/abs/2507.18664 |