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[Fist Person Exploration] Virtual Archaeology : Ancient Megalithic Walls

Discussion in 'Made With Unity' started by sjm-tech, May 24, 2016.

  1. sjm-tech

    sjm-tech

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    Web player ... be patient about 460mb. (remember no Chrome :()

    Hi there,
    I would like to show our new work presented recently also at Museums & Heritage Show in London.
    The project consist of a 3d reconstruction of an archaeological site named "Sa Mandra Manna" - Sardinia ITALY.

    All the site (except the vegetation) has been modeled by a photogrammetric processing of digital images taken by helicopter, drone and on the ground (about 9000 digital shots).

    We have developed a standalone version with classic controls (keyboard and mouse/gamepad) and a touch version to be exposed by a Multi-touch Table on site.
    For mobile platform, we have developed a smartphone/tablet version and a VR Cardboard version.

    Feel free to leave any comment or feedback

    Cheers
    Max

    SMM-6.jpg SMM-4.jpg SMM-3.jpg SMM-2.jpg SMM-5.jpg
     
    Last edited: Jun 16, 2022
    Baldinoboy, ADNCG, GoGoGadget and 5 others like this.
  2. sjm-tech

    sjm-tech

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    Sketchfab version of mobile project

    IMG-20160524-WA0003.jpg
    Multi-touch Table Installation - Tula (SS) - Sardinia ITALY

    M&HS.jpg
    Our recent presence at Museums + Heritage Show 2016 in London.
     
    Last edited: May 26, 2016
    raven99 likes this.
  3. sjm-tech

    sjm-tech

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    SMM-8.jpg
    SMM-9.jpg
    Web player ... be patient about 460mb. (remember no Chrome :()
     
    Last edited: May 24, 2016
    ADNCG likes this.
  4. NatureManufacture

    NatureManufacture

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    Hi.
    What image effect have you used? It looks really nice:)
     
  5. Hedgehog-Team

    Hedgehog-Team

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    Beautiful !
     
  6. sjm-tech

    sjm-tech

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    GoGoGadget likes this.
  7. theANMATOR2b

    theANMATOR2b

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    This is very beautiful. Excellent visuals, minus one exception. The text on the mustard yellow UI panel is difficult to read.
     
  8. LaneFox

    LaneFox

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    Ridiculously nice looking.
     
  9. sjm-tech

    sjm-tech

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    theANMATOR2b
    Thak you ... yes you are right but i didn't find a good solution for that.I'll try to improve the reading comfort.

    LaneFox
    Thanks.
     
  10. sjm-tech

    sjm-tech

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    Has anyone tested the webplayer.?... yes I know it is so heavy ( you need to wait much) but i would like to see some gameplay feedbacks.
    Other screens:
    SMM-10.jpg
    SMM-7.jpg
     
    Last edited: Jun 6, 2016
  11. sjm-tech

    sjm-tech

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    Video of the mobile version
    Added in the first post.
     
    uiniti likes this.
  12. raven99

    raven99

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    Gorgeous views.
     
  13. sjm-tech

    sjm-tech

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  14. sjm-tech

    sjm-tech

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    Shader Issue.jpg

    I noticed a issue in Speedtree and in general all the leaves shaders which are abnormally lit when observed against the light.
    Unity 5.3.4p6 deferred + linear.
    Anyone have some tips to fix or some version (unity 5.3.5?) which fix the issue?
    Some similar issuetracker reports this an this.

    Edit:
    Seems that a fix is on the way . Here the post

    Edit2:
    Solved Here
     
    Last edited: Jun 16, 2016
  15. sjm-tech

    sjm-tech

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    Some new captures!

    n1.jpg screen_3840x2160_2016-05-31_17-45-51.jpg screen_3840x2160_2016-05-31_17-52-04.jpg
     
  16. one_one

    one_one

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    That's really well done and atmospheric. However, as someone else pointed out in the scion thread, some additional insects and pollen particle effects might help bring the scene to life a bit more. The other thing I noticed is that the rocks look very flat in a close-up view, which is too bad because they're the main points of interest in the scene. Isn't there a way to get the heightmap from the photogrammetry data or pseudo-bake it from the photos? With it you could either use a tesselation shader or tesselate and displace the mesh for the rocks in your 3D app. I think that this could improve the visuals in this scene even more.
     
  17. sjm-tech

    sjm-tech

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    Hi christoph_r,
    thanks for your feedback.

    SMM-Model1.jpg

    The site is big for a photogrammetry process (2 Hectar explorable) and the project had as target device a multi-touch table kiosk which as you know usually do not have a game ready hardware. I did a compromise between technical and aesthetic with in mind the hardware limits.

    SMM-Model2.jpg
    Some numbers:

    Walls meshes:
    - 2M tris original photoscanned model
    - 200k tris optimized/decimated model (normal map, AO map from 2M model)
    - Full unwrapped by tre UV texture spaces and textured by tre 8k diffuse, bump and AO maps.

    Nature meshes:
    - Grass 300k tris
    - Trees 400k tris

    Background Areas:
    - 1 km2 near terrain with areal photo plus trees and grass
    - 150 km2 far terrain with areal photo

    SMM-Model3.jpg

    The photogrammetric process from digital photos don't give a perfect representation of the small geometry especially if you have a big area to be scanned.
    I Did not find a fine way to extract the height map of this complex organic mesh to make some test with tassellation. i'm open to any tips.

    Best
    Max
     
    Last edited: Jun 15, 2016
  18. a0100101

    a0100101

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    WOOOW awesome.
    Fa piacere ogni tanto vedere qualche altro italiano qui.
    Magnifico lavoro comunque.
     
  19. sjm-tech

    sjm-tech

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    Thank you Nove0
    Grazie! ;)
     
  20. uiniti

    uiniti

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    That's why they looked like nuraghes, they are nuraghes! Great work!
     
    sjm-tech likes this.
  21. sjm-tech

    sjm-tech

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    New Video and screenshots without vegetation rendering issues (LUX Deferred)

    SMM-PC-LUX 2016-06-30 15-53-17-87.jpg
    SMM-PC-LUX 2016-06-30 16-04-15-63.jpg
    SMM-PC-LUX 2016-06-30 16-19-03-35.jpg
     
    Last edited: Jul 13, 2016
  22. Magic73

    Magic73

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    Veramente bello :) Bravi!
     
    sjm-tech likes this.
  23. pixelsteam

    pixelsteam

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    Fantastic work!!! Can you give any more details on the photogrammetry, and how large the team was.
     
  24. sjm-tech

    sjm-tech

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    @Magic73 : Thanks/grazie.

    @pixelsteam: I'm glad you like it.

    The team was very compact.
    Just me (as project manager, photogrammetry expert, 3D modeller and unity developer) and my company partner (as 2D graphic designer, and ground photographer) plus an external partner with expertise on low altitude photography for helicopter and drone photos.
    The photogrammetry process was done with Agisoft Photoscan and the mesh and texture optimization (decimation, polygons issues , normal and AO baking) on Blender before going to Unity.
    Please let me know if you need more info.
    Best
    Max
     
    Last edited: Jul 14, 2016
    pixelsteam likes this.
  25. nukeD

    nukeD

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    Amazing work man! As always.
     
    sjm-tech likes this.
  26. monkeybrainz

    monkeybrainz

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    this is amazing. i love visiting old ruins when traveling and this gave me a nice sense of being there. museums could take exhibits to a whole new level with this instead of boring still pictures. this could be fun to walk around with a VR device like a Samsung Gear VR or something too

    feedback
    it's nice to hear the birds as you walk around and it adds to the natural feel of the scene. In the area shown in the attached pic, as i was reading the sign, i realized the one bird wouldn't stop singing. ever. over and over. While it ensures the visitor will hear the bird after you exit the tunnel, adding a bit of randomness (maybe after being triggered once?) , rather than just a loop, could add to the already serene natural feel. nature isn't perfect
     

    Attached Files:

  27. sjm-tech

    sjm-tech

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    Hi monkeybrainz, thank you for your words and feedback...very appreciated.
    Yes, boring birds have been reduced from the final version.
    The funny It that is a try to make something more natural with the adding some nest sound on a few trees but the first clip is very boring and repetitive as you said.
     
    Last edited: Jul 18, 2016
  28. mk1978

    mk1978

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    Looks extremely nice! I am just dreaming of this kind of realistic look and quality.

    If possible I would like to know what are the vegetation assets used in the scene (trees, bushes, grass)?
     
    Last edited: Sep 12, 2016
    sjm-tech and pixelsteam like this.
  29. sjm-tech

    sjm-tech

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  30. Glasgow

    Glasgow

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    Max

    I need to create something very similar - but for buildings and floor plans.

    Are you able to advise on how you created this? I need exactly the same functionality.

    Cheers

    David
     
  31. sjm-tech

    sjm-tech

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    Hi David,
    in the first post i did some description of the developing process.
    The hardest part, in my workflow, is outside unity and consist of the survey of real world data which is very expensive and need a big optimization process to fit inside unity.
    In this special case the photogrammetric process gives not only the 3d information but also a full texture mapping.
    Buildings and floor plans are less complex if you have the CAD projects but needs a lot of work of modelling, optimizing and texturing to obtain a good photorealisic visuals.
    After that Unity give a boost to interaction and visualization and if you are more artist than programmer you can bui a lot of nice tools in teh AssetStore to speedup your work.
    Cheers
    Max

    Edit: I see now your direct email.
     
    Last edited: Jan 28, 2017
    theANMATOR2b likes this.
  32. RobAnthem

    RobAnthem

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    Heh just an idea, but imagine something like this in a museum, a sort of 3d interactive archaeology thing. People would love it. Also I wanted to say it looks very good and I'm happy to be more success come from Unity :)
     
    sjm-tech likes this.