Planetary-Scale Geospatial Open Platform Based on the Unity3D Environment
Abstract
:1. Introduction
2. Methods: Unity3D-Based Platform
2.1. Camera Control
2.2. Positioning Geospatial Model
3. Methods and Results: Data Management and Rendering
3.1. Sector
3.2. Determination of the Rendering Sectors
- The parent sector is one level lower than the child sector. The parent sector contains the area of four child sectors.
- The child sectors are one level higher than the parent sector. The child sectors are divided by four from the parent sector.
- The created sector implies that data are requested and downloaded, and the sector is created as a game object in Unity3D.
- The child sectors can be created only when the parent sector is already created. Accordingly, all created sectors have the created parent sector except the level 0 sectors.
- When a new layer is added, all created sectors become a sector whose creation is not completed. The sectors are created by requesting data for the newly added layer from level 0.
- A sector can only be rendered if its neighboring child sectors, which have the same parent sector, are created, except for the level 0 sectors. If no child sector has been created, the parent sector is the rendering target.
4. Discussion
5. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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Step | Speed for Desktop with GPU (Graphics Processing Unit) (ms) | Speed for Notebook with GPU (ms) | Speed for Notebook without GPU (ms) |
---|---|---|---|
Camera control | 0.0092 | 0.0123 | 0.0375 |
Find draw sectors | 0.2202 | 0.2551 | 0.5930 |
Activate draw sectors | 0.6741 | 0.8201 | 2.8769 |
Frame rate (fps) | 6.0959 (164.04) | 8.8838 (112.56) | 15.4913 (64.55) |
Google Earth [7] | VWorld Service Site [22] | Game Solution of Google Maps [15] | Proposed Platform | |
---|---|---|---|---|
Development environment | web | web | Unity3D | Unity3D |
Scale | planetary-scale | planetary-scale | city scale | planetary-scale |
Provide geospatial data | yes | yes | yes | no (VWorld) |
Texture resolution of buildings | low | high | low | - |
Supported locations | global | South Korea, North Korea, and global (only terrains) | global | - |
Tiled data with LODs management | yes | yes | no | yes |
External tiled data usage | limit | limit | limit | support |
Price | free | free | USD 200 (monthly usage) | free |
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Lee, A.; Chang, Y.-S.; Jang, I. Planetary-Scale Geospatial Open Platform Based on the Unity3D Environment. Sensors 2020, 20, 5967. https://doi.org/10.3390/s20205967
Lee A, Chang Y-S, Jang I. Planetary-Scale Geospatial Open Platform Based on the Unity3D Environment. Sensors. 2020; 20(20):5967. https://doi.org/10.3390/s20205967
Chicago/Turabian StyleLee, Ahyun, Yoon-Seop Chang, and Insung Jang. 2020. "Planetary-Scale Geospatial Open Platform Based on the Unity3D Environment" Sensors 20, no. 20: 5967. https://doi.org/10.3390/s20205967
APA StyleLee, A., Chang, Y.-S., & Jang, I. (2020). Planetary-Scale Geospatial Open Platform Based on the Unity3D Environment. Sensors, 20(20), 5967. https://doi.org/10.3390/s20205967