NEW REALITIES FOR CANADA’S PARLIAMENT: A WORKFLOW FOR PREPARING HERITAGE BIM FOR GAME ENGINES AND VIRTUAL REALITY

<p>With a growing interest in the use of virtual reality (VR) for dissemination of cultural heritage sites, the question of how to leverage existing documentation as content for virtual experiences becomes a potentially valuable opportunity. Notably, as sites are increasingly documented with b...

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Main Authors: C. Pybus, K. Graham, J. Doherty, N. Arellano, S. Fai
Format: Article
Language:English
Published: Copernicus Publications 2019-08-01
Series:The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences
Online Access:https://www.int-arch-photogramm-remote-sens-spatial-inf-sci.net/XLII-2-W15/945/2019/isprs-archives-XLII-2-W15-945-2019.pdf
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author C. Pybus
K. Graham
J. Doherty
N. Arellano
S. Fai
author_facet C. Pybus
K. Graham
J. Doherty
N. Arellano
S. Fai
author_sort C. Pybus
collection DOAJ
description <p>With a growing interest in the use of virtual reality (VR) for dissemination of cultural heritage sites, the question of how to leverage existing documentation as content for virtual experiences becomes a potentially valuable opportunity. Notably, as sites are increasingly documented with building information modelling (BIM) for the purposes of conservation, there is potential to give these models a second life as content for public education and promotion. However, although software exist for viewing BIM in VR headsets, they are inadequate for complex models typical of heritage buildings, and lack functionality for integrating custom didactic content and storytelling. To make BIM performative in VR and allow for custom content, a workflow was developed to translate BIM into game engine scenes — which optimizes geometry following performance guidelines of VR while maintaining the high visual fidelity of the BIM. As a case study, six heritage spaces of the Centre Block of the Canadian Parliament which had been previously documented and modelled by CIMS were prepared for Unity3D, enabling their later use in a storytelling experience.</p>
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spelling doaj.art-e086fd67a6904492862d08b2b7aef2772022-12-22T00:58:28ZengCopernicus PublicationsThe International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences1682-17502194-90342019-08-01XLII-2-W1594595210.5194/isprs-archives-XLII-2-W15-945-2019NEW REALITIES FOR CANADA’S PARLIAMENT: A WORKFLOW FOR PREPARING HERITAGE BIM FOR GAME ENGINES AND VIRTUAL REALITYC. Pybus0K. Graham1J. Doherty2N. Arellano3S. Fai4Carleton Immersive Media Studio, Carleton University, 1125 Colonel By Drive Ottawa, CanadaCarleton Immersive Media Studio, Carleton University, 1125 Colonel By Drive Ottawa, CanadaAzrieli School of Architecture and Urbanism, Carleton University, 1125 Colonel By Drive Ottawa, CanadaCarleton Immersive Media Studio, Carleton University, 1125 Colonel By Drive Ottawa, CanadaCarleton Immersive Media Studio, Carleton University, 1125 Colonel By Drive Ottawa, Canada<p>With a growing interest in the use of virtual reality (VR) for dissemination of cultural heritage sites, the question of how to leverage existing documentation as content for virtual experiences becomes a potentially valuable opportunity. Notably, as sites are increasingly documented with building information modelling (BIM) for the purposes of conservation, there is potential to give these models a second life as content for public education and promotion. However, although software exist for viewing BIM in VR headsets, they are inadequate for complex models typical of heritage buildings, and lack functionality for integrating custom didactic content and storytelling. To make BIM performative in VR and allow for custom content, a workflow was developed to translate BIM into game engine scenes — which optimizes geometry following performance guidelines of VR while maintaining the high visual fidelity of the BIM. As a case study, six heritage spaces of the Centre Block of the Canadian Parliament which had been previously documented and modelled by CIMS were prepared for Unity3D, enabling their later use in a storytelling experience.</p>https://www.int-arch-photogramm-remote-sens-spatial-inf-sci.net/XLII-2-W15/945/2019/isprs-archives-XLII-2-W15-945-2019.pdf
spellingShingle C. Pybus
K. Graham
J. Doherty
N. Arellano
S. Fai
NEW REALITIES FOR CANADA’S PARLIAMENT: A WORKFLOW FOR PREPARING HERITAGE BIM FOR GAME ENGINES AND VIRTUAL REALITY
The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences
title NEW REALITIES FOR CANADA’S PARLIAMENT: A WORKFLOW FOR PREPARING HERITAGE BIM FOR GAME ENGINES AND VIRTUAL REALITY
title_full NEW REALITIES FOR CANADA’S PARLIAMENT: A WORKFLOW FOR PREPARING HERITAGE BIM FOR GAME ENGINES AND VIRTUAL REALITY
title_fullStr NEW REALITIES FOR CANADA’S PARLIAMENT: A WORKFLOW FOR PREPARING HERITAGE BIM FOR GAME ENGINES AND VIRTUAL REALITY
title_full_unstemmed NEW REALITIES FOR CANADA’S PARLIAMENT: A WORKFLOW FOR PREPARING HERITAGE BIM FOR GAME ENGINES AND VIRTUAL REALITY
title_short NEW REALITIES FOR CANADA’S PARLIAMENT: A WORKFLOW FOR PREPARING HERITAGE BIM FOR GAME ENGINES AND VIRTUAL REALITY
title_sort new realities for canada s parliament a workflow for preparing heritage bim for game engines and virtual reality
url https://www.int-arch-photogramm-remote-sens-spatial-inf-sci.net/XLII-2-W15/945/2019/isprs-archives-XLII-2-W15-945-2019.pdf
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