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ARRUBIU: The Red Giant - Protohistoric Exploration Game

Discussion in 'Made With Unity' started by sjm-tech, Jun 17, 2022.

  1. sjm-tech

    sjm-tech

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    First person game : Explore one of the greatest protohistoric megalithic monuments in the Western Europe, Sardinia (Italy)

    Highly accurate 3D reconstruction based on integrated techniques: terrestrial and UAV photogrammetry, laser scanning and archaeological consulting.
    - Survey area: 8 hectares
    - Topographic GPS survey (Georeferencing): 20 points.
    - Laserscanner survey: 100 scans
    - Photogrammetric survey: 6000 digital shots
    - Model reconstruction: 30.600 Stones

    Reconstruction.jpg
    PromoImage.jpg
    Standard rendering pipeline project.
    Bake.jpg
    Lightmapped with Bakery by Mr F
    Texture.jpg
    Only 3 materials (triplanar) for the whole structure: Better Lit by JasonBooth.
    14B.jpg
    Environment models/textures: Dynamic nature by NatureManufacture
    Fog: Atmospheric Height Fog by BOXOPHOBIC
     
    Last edited: Jun 27, 2022
  2. sjm-tech

    sjm-tech

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  3. sjm-tech

    sjm-tech

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    Last edited: Jul 4, 2022
  4. Kreshi

    Kreshi

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    Looks great. What technique did you use to align the laserscans with photogrammetry?
     
  5. sjm-tech

    sjm-tech

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    Hey Kreshi,
    We took the coordinates of some points spread over the whole relief area with a topographic GPS and then used to georeference laser scans and photogrammetry.
     
  6. Kreshi

    Kreshi

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    So you used ground control points to align both point clouds, merged them together and then reconstructed them as one right? Did you use metashape or reality capture? May i also ask how long the project took from capturing to the final visualization?
     
  7. sjm-tech

    sjm-tech

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    Yes, more or less this is as you described.
    After that we got an high detailed mesh used to overlap the "new" more game friendly stones to the old ones and then replace them all.
    Actually there is no direct derivation from surveys in the Unity project.
    We added 30.600 stones to cove all reconstruction (internal and external)
    1 year project. (2 days survey on site)

    Edit:
    Yes, Metashape to perform photogrammetry


    Photogrammetric model for mobile visualization.
     
    Last edited: Jun 27, 2022
  8. Kreshi

    Kreshi

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    I see. So you are creating game ready models out of your data. In case you don't sell the models but sell the visualizations as custom apps, I highly recommend you check out ocean maps. We can stream high resolution reconstruction at ocean maps and do support metashape tiled models out of the box. The laserscan data could be imported into metashape, merged with the photogrammetry dataset and be reconstructed as a tiled model. This approach has pros and cons. The pros are basically automated workflows, you could finalize such visualization apps in under a month. The cons are your apps are big because of the huge amount of (texture) data. While it's not Nanite, it's the closest you can get on Unity for photogrammetry/laserscan datasets at the moment ;). Anyway, you did a super great job there, so if you release the optimized models on the asset store instead, let me know :).
     
  9. sjm-tech

    sjm-tech

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    I'll check it out for sure...thanks!
     
  10. impheris

    impheris

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    Looks very cool.
    Is bakery better than the build-in system?
     
  11. sjm-tech

    sjm-tech

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    Hey, thanks!
    In my test Bakery is the best. Faster and more advanced than unity GPU lightmapper.
     
  12. impheris

    impheris

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    mmm i see...
     
  13. sjm-tech

    sjm-tech

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  14. sjm-tech

    sjm-tech

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  15. Kreshi

    Kreshi

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    Looks really really great. Graphics are awesome. What render pipeline are you using and what's the specs of the PC used? Adding some text next to the video explaining the progress would be great as well I guess :). Keep up the good work, you are doing a great job here.
     
  16. sjm-tech

    sjm-tech

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    Hey Kreshi,
    thank you. I appreciate it.

    Some specs:
    - Unity 2020.3
    - Standard Rendering pipeline
    - Unity Post Processing except for AO (Horizon Based Ambient Occlusion by Michaël Jimenez ... my favorite)
    - Unity Occlusion culling
    - Light-map: Bakery by Mr F
    - Environment models/textures: Dynamic nature by NatureManufacture
    - Fog: Atmospheric Height Fog by BOXOPHOBIC
    - Special Materials (tri-planar) for the whole structure: Better Lit by JasonBooth.

    Interactive installation specs (4k 60fps):
    - CPU: I7-11700K
    - RTX3060TI
    - 32Gb ram
    - 65" 4K Ultra HD Monitor TV

    Installation2.jpg
     
    Last edited: Jul 13, 2022
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  17. Kreshi

    Kreshi

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    Are you using Enviro for the godrays?
    That's insane graphics and performance you are getting out of the build-in render pipeline! The build-in pipeline is definitely underrated given the great results you have achieved here :).
     
  18. sjm-tech

    sjm-tech

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    It wasn't easy to optimize the whole scene to get a solid frame rate, but one of the first things was to use a static skybox.
    I captured the dynamic skybox (old uSky asset ), far terrain and mountains from a separated scene.
    So the fog does a good job of hiding the transition between the static skybox and the nearby ground.
    All this allows me to keep the far clipping plane of the camera as low as possible(in my case 700).
    Goodrays come from SC Post Effects Pack from Staggart Creations... very performant and integrated with post processing v2.
    You're right ... the standard pipeline can still give so much because of thousands of excellent assets from the store.

    12_OPT.jpg
     
    Last edited: Sep 27, 2022
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  19. sjm-tech

    sjm-tech

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  20. sjm-tech

    sjm-tech

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