BEGIN:VCALENDAR
VERSION:2.0
PRODID:-//pretalx//talks.staging.osgeo.org//foss4g-2024-academic-track//spe
 aker//JPBLF7
BEGIN:VTIMEZONE
TZID:-03
BEGIN:STANDARD
DTSTART:20000101T000000
RRULE:FREQ=YEARLY;BYMONTH=1
TZNAME:-03
TZOFFSETFROM:-0300
TZOFFSETTO:-0300
END:STANDARD
END:VTIMEZONE
BEGIN:VEVENT
UID:pretalx-foss4g-2024-academic-track-JWML3M@talks.staging.osgeo.org
DTSTART;TZID=-03:20241204T143000
DTEND;TZID=-03:20241204T150000
DESCRIPTION:3D modeling involves the three-dimensional representation of ch
 aracters or scenes\, providing a greater visualization of details for the 
 object being represented\, creating the concept of depth. This concept als
 o opens up a vast array of applications that a simple 2D drawing would be 
 unable to present. This type of representation is widely used in various f
 ields\, such as the entertainment industry (e.g.\, films and games)\, auto
 motive engineering\, architecture/engineering\, etc.\, having diverse purp
 oses and applications. 3D modeling can be achieved through different metho
 dologies\, with the primary distinction between them being the intended us
 e of the modeled object. Notable methodologies include Box Modeling\, Digi
 tal Sculpting\, and Poly-by-Poly modeling.\nTraditionally\, Photogrammetry
  was defined as the 'science and art of obtaining reliable measurements th
 rough photographs' (American Society of Photogrammetry). Although it is a 
 powerful technique for environmental detail formation\, there is inherent 
 complexity in its equipment\, including both hardware and software\, with 
 a significant cost associated with its acquisition and the necessity for s
 pecialized knowledge for effective use by its operators. However\, with te
 chnological advancements\, the availability of higher processing capacity 
 equipment at lower costs and more user-friendly software has facilitated w
 ider dissemination and use among a larger number of users. Among these tec
 hnologies\, the introduction of drones into the technical and professional
  market\, with new forms of application and use of photography\, has spurr
 ed new growth in the use of photogrammetry across various professional sec
 tors and the development of techniques for processing small-format images.
 \nThus\, 3D modeling through photogrammetry allows for the acquisition of 
 large-scale data\, enabling detailed studies\, sometimes at centimeter or 
 even millimeter scales\, with a level of detail that would previously have
  been impossible or impractical. This contributes positively to feasibilit
 y studies\, risk analysis\, project presentation\, among other application
 s in various fields such as Civil Engineering\, Architecture\, and Surveyi
 ng. The combination of these technologies not only enhances project visual
 ization but also amplifies the collection of geospatial data\, promoting a
  more comprehensive and precise approach.\nVirtual Reality (VR) is a techn
 ology that creates a simulated environment through electronic devices\, th
 ereby providing users with a new way of visualization\, whether applied to
  video games or integrated with other fields. The combination of this tech
 nology with models obtained from photogrammetry provides realistic environ
 ments with impressive detail richness.\nThis study will address 3D modelin
 g through the close-range technique\, using terrestrial photographs. The r
 esearch is divided into four stages. The first three stages involve proces
 sing these images using various types of hardware and software. For the ha
 rdware\, both processing power and image capture quality are considered\, 
 aiming to demonstrate the best possible results at a low cost. Regarding s
 oftware\, the use of open-source programs from various developers was expl
 ored\, with the intention of making comparisons and achieving the best res
 ults among them.\nIn the fourth and final stage of the research\, a market
  evaluation will be conducted to understand the needs of professionals in 
 the field concerning this technology. To carry out the work\, photographs 
 were initially taken with a Canon EOS 200D of the building housing the Gra
 duate Program in Modeling (PPGM) at the State University of Feira de Santa
 na (UEFS). Subsequently\, additional images were obtained using other capt
 ure equipment\, such as mobile phones\, following the same research line. 
 A total of 100 photos were collected and processed using three open-source
  software programs: Meshroom\, Colmap\, and Regard3D\, which are noted for
  their prominence and positive recommendations among free software options
 .\nThe goal was to calibrate parameters to achieve the best possible model
 \, considering software and hardware limitations. With the obtained result
 s\, a comparison was made to determine which software offered the best out
 come\, combining modeling quality\, ease of post-processing\, and compatib
 ility with the graphics engine (Engine) that will be used for creating the
  realistic environment. This engine is called Unreal Engine\, developed by
  Epic Games\, widely used in video game development but with significant p
 otential for application in fields such as Civil Engineering\, Architectur
 e\, and Surveying.\nThus\, the research could delve into the combination o
 f modeling obtained from photogrammetry with virtual reality. One of the s
 oftware programs used\, which demonstrated good performance\, was Regard3D
 \, designed for creating 3D models from two-dimensional images. A machine 
 with low processing hardware was used specifically to compare these result
 s with those from more modern computers. The configuration used is as foll
 ows:\n•	Processor: Intel Pentium G620\n•	Motherboard: DXH61Z M2 Duex\n
 •	Graphics Card: RX580 8GB MingZhou\n•	RAM: 16GB\nParameter selection 
 was carried out iteratively in successive stages to improve processing qua
 lity. It was observed that processing times were high\, particularly in sp
 ecific stages such as mesh computation. During this process\, the software
  analyzes the provided images to find correspondences\, known as interest 
 points\, which are distinct and uniquely characterized points in the image
 s. For the various software programs\, the most commonly used algorithms f
 or point detection are SIFT (Scale-Invariant Feature Transform) (Lowe\, 19
 99) and ORB (Oriented FAST and Rotated BRIEF) (Ethan Rublee et al.\, 2011)
 \, describing them as characteristic vectors for finding common points bet
 ween images. After detection\, filtering is performed to discard points th
 at are misaligned relative to others.\nAdditionally\, significant time was
  observed in the densification process\, which involves increasing the num
 ber of points in a 3D model to add more interest points for better image q
 uality. Various techniques are used in this process\, with interpolation b
 eing particularly noteworthy\, as it uses the characteristics of nearby po
 ints to estimate geometry and generate additional points.\nUsing minimal p
 arameters\, the model generation time was extended on this computer config
 uration\, with high RAM usage. Significant storage was required\, as the m
 odels increased in size at each processing stage\, reaching approximately 
 20GB in the final stage. However\, the results were satisfactory compared 
 to the available paid software on the market. Therefore\, the use of photo
 grammetry-generated models\, combined with virtual reality to create reali
 stic virtual environments\, can be considered positive\, with low cost and
  using free open-source software.
DTSTAMP:20260513T083939Z
LOCATION:Room III
SUMMARY:Photogrammetry and 3D Modelling Applied to the Creation of Virtual 
 Reality in Realistic Environments: Analysis of Free Software for Image Pro
 cessing - Felipe Oliveira Silva\, Rosangela Leal
URL:https://talks.staging.osgeo.org/foss4g-2024-academic-track/talk/JWML3M/
END:VEVENT
END:VCALENDAR
