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Hauptverfasser: Murray, Aidan, Waite, Eddie, Ross, Caleb, Mitchell, Scarlet, Bradley, Alexander, Jamrozy, Joanna, Mitchell, Kenny
Format: Preprint
Veröffentlicht: 2025
Schlagworte:
Online-Zugang:https://arxiv.org/abs/2507.18664
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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