The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Volume XLVI-2/W1-2022
9th Intl. Workshop 3D-ARCH “3D Virtual Reconstruction and Visualization of Complex Architectures”, 2–4 March 2022, Mantua, Italy
DEVELOPING A VR TOOL FOR 3D ARCHITECTURAL MEASUREMENTS
A. Papadopoulou 1, D. Kontos 1, A. Georgopoulos 1
1 Laboratory of Photogrammetry, NTUA, Greece
[email protected],
[email protected],
[email protected]
Commission II
KEY WORDS: Unreal Engine, 3D model, 3D measurements, Virtual Reality, HTC Vive®
ABSTRACT:
Virtual Reality technology has already matured and is capable of offering impressive immersive experiences. AT the same time head
mounted devices (HMD) are also offering many possibilities along with the game engine environments. So far, all these impressive
technologies have been implemented to increase the popularity of on-line visits and serious games development, as far as their
application in the domain of Cultural Heritage is concerned. In this paper we present the development of a set of VR tools, which
enable the user to perform accurate measurements within the immersive environment. In this way we believe that these tools will be
very helpful and appeal to experts in need of these measurements, as they can perform them in the laboratory instead of visiting the
object itself. This toolbox includes measuring the coordinates of single points in 3D space, measuring three-dimensional distances and
performing horizontal or vertical cross sections. The first two have been already presented previously (Kontos & Georgopoulos 2020)
and this paper focuses on the evaluation of the performance of the toolbox in determining cross sections. The development of the tool
is explained in detail and the resulting cross sections of the 3D model of the Holy Aedicule are compared to real measurements
performed geodetically. The promising results are discussed and evaluated.
1. INTRODUCTION
Contemporary digital methods for the geometric documentation
of monuments and of buildings in general have enabled the
production of three-dimensional textured models of high
resolution. So far these 3D models have been used mainly for
visualization purposes, for 3D printing and for virtual visits.
However, the three-dimensional models carry valuable metric
information, which could also be exploited, but it requires special
skills and competence in using a multitude of software. In this
paper we present the development of an integrated tool for
performing accurate measurements in a 3D model within a VR
environment. This tool is addressed to anybody who is able to
wear a HMD and use its simple controllers, thus practically
requiring no special skills.
With this tool all interested experts studying the object are able
to perform measurements of three-dimensional distances, vertical
and horizontal sections and determine point coordinates at will.
In this paper it is shown how the 3D models are introduced into
the VR environment, how the various functions of the tool have
been developed and how it operates in real conditions. Finally,
the results of the measurements are evaluated for their accuracy
and reliability.
Figure 1. Schematic concept of the VR toolbox developed
2. RELATED WORKS
There are increasing publications on the use of VR in cultural
heritage applications in the recent literature. Immersive
environments can increase visitors’ emotional involvement and
they can also play an essential role to the study, preservation and
protection of cultural sites. However, almost none of those
studies mention or realize the performance of measurements in
the three-dimensional models. The research on this general topic
is rich in Serious Games implementations, which belong to the
“edutainment” field (Thomas P. Kersten et al., 2018). Serious
Games contribute to the dissemination of cultural heritage
through interactive applications that stimulate interest and
facilitate the understanding of historical information. In addition,
VR technology has served for enabling disabled persons to visit
and admire cultural heritage objects (Jiménez FernándezPalacios et al., 2017).
Similar implementation is the creation of the “Timeless
Museum” (Aiello et al., 2019), which brings together exhibits
situated in various parts of the world, in order to form a new
concept museum. The use of VR solutions for enabling virtual
visits is becoming increasingly common lately. The
Photogrammetry and Laser Scanning Lab of HafenCity
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421
The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Volume XLVI-2/W1-2022
9th Intl. Workshop 3D-ARCH “3D Virtual Reconstruction and Visualization of Complex Architectures”, 2–4 March 2022, Mantua, Italy
University, Hamburg, developed two interactive applications
which enable users to explore the Solomon’s Temple and its
surrounding buildings, while providing a multi-user functionality
which offers the possibility of interactive on-line discussions
among visitors (Kersten et al., 2018a and 2018b). Another
interesting development is the creation of an immersive
environment based on the virtual city model of the town of Stade
in 1620. The implementation of panorama photographs allows
users to compare the historic with the modern city and examine
the factors that contributed to its present form (Walmsley and
Kersten, 2020). An AR application available for mobile devices,
is introduced by (Scianna et al., 2020) and includes the
visualization of the Wignacourt fountain in its initial position, in
St. George Square in Valletta. Banfi et al. (2019) have
implemented VR technology to enable the monitoring of the
restoration works in Sant’ Ambrogio church in Milan and present
its complex historical phases. The VR simulation of Santa Maria
Delle Grazie, constitutes an immersive experience, which
integrates audiovisual and interactive tools, ensuring a high level
of realism (Bolognesi and Aiello, 2019).
However, none of the VR applications in the literature offers the
possibility to perform measurements on the 3D models. The
virtual reality application presented in this paper augments a
previously developed one (Kontos and Georgopoulos, 2020),
which allowed users to perform basic topographic processes on
an already created 3D model inside a virtual environment.
Specifically, with the developed application the user is able to
perform measurements of distances between two points in threedimensional space and measurement and extraction of the threedimensional coordinates of any point inside the virtual reality
environment.
2016). Furthermore, the PC system requirements for HTC Vive®
to function are shown in Table 1:
Figure 2. The basic components of the HTC Vive®
Table 1. HTC Vive® minimum system requirements.
Recommended System
Minimum System
Component
Requirements
Requirements
Processor
3. HARDWARE – HTC VIVE® VR SYSTEM
3.1
HTC
Before the initial developing stage of the above application,
market research was performed to determine which virtual reality
system and which game engine is most suitable to use and finally
the HTC Vive® virtual reality system and the Unreal Engine 4
game engine were used (Kontos and Georgopoulos, 2020). It
should be noted that the particular system has been discontinued,
but it is still available and operating.
The HTC Vive® is a VR system developed by the HTC and
Valve Corporation companies. It was firstly released in April
2016. It is a virtual reality system of high cost, which can work
supported by a PC running Windows, Linux or MacOS operating
system. HTC Vive® has the following components (Figure 2):
•
•
•
GPU
Vive®
A virtual reality headset with two full high-definition OLED
screens, with 90Hz refresh rate for each screen and a 110degree field of view.
Two wireless rechargeable controllers.
Two tracking lighthouses emitting nonvisible light in
8.333ms period to trace the headset and the controllers inside
the virtual room.
The above-mentioned gear is the standard equipment for an HTC
Vive® to work but there are many extra peripherals to cover the
extra needs for users or developers. For this application, the basic
HTC Vive® setup was used.
Vive®
Practically, the HTC
system defines a 3-dimensional space
inside of which it tracks the headset and the joysticks. That space
can be from 2m x 1,5m minimum to 4m x 3m maximum. A
thorough research and detailed analysis of the tracking system
has been done by several experts (Borges et al., 2018; Kreylos,
Intel Core i54590/AMD FX 8350
equivalent or better
Intel Core i54590/AMD FX 8350
equivalent or better
NVIDIA GeForce GT NVIDIA GeForce GTX
X
970, AMD Radeon R9
1060, AMD Radeon R 290 equivalent or better
X 480 equivalent or
better
Memory
4 GB RAM or more
4 GB RAM or more
Video
Output
HDMI
1.4, DisplayPort 1.2 or
newer
HDMI
1.4, DisplayPort 1.2 or
newer
USB port
1x USB 2.0 or newer
1x USB 2.0 or newer
Operating
System
Windows 7
SP1, Windows 8.1 or
later, Windows 10,
Linux or MacOS
Windows 7
SP1, Windows 8.1 or
later, Windows 10,
Linux or MacOS
HTC Vive, despite its age, can still support all kinds of
applications. In addition, the system cooperates with the game
engine software in which the application was developed. To
conclude, taking into account all the above, the HTC Vive® was
chosen, as it had the advantage of better support and
documentation and the provision of virtual reality experiences at
room scale.
3.2
Controllers’ visualization
A very important element for achieving a great degree of
immersion, when using the application is the realistic
visualization of the HTC Vive's® controllers so that the user can
“see” them in the digital environment, can understand their
buttons and interact with them. A realistic free to use model of
the controller was obtained on-line (www.sketchfab.com). Also,
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422
The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Volume XLVI-2/W1-2022
9th Intl. Workshop 3D-ARCH “3D Virtual Reconstruction and Visualization of Complex Architectures”, 2–4 March 2022, Mantua, Italy
because the right and left controllers are identical, the texture of
the right one was colored green and the left one red (Figure 3).
by -110 meters on the Y axis and by -760 meters on the Z axis
and moved the model close to the (0,0,0) point of the UE4 project.
In addition, the relative position of each chunk with every other
one was maintained. Afterwards, each chunk was imported
separately into the project and then all chunks were grouped
together to perform as one entity. Furthermore, final position
adjustments were made manually through the tools that the UE4
provides to force the structure touch the terrain surface (Figure
6). Finally, the unified object's textured was parameterized to be
independent of light sources inside the virtual environment
because during the initial tests the external light sources
downgraded its detail level (Kontos and Georgopoulos, 2020).
Figure 3. The final model of each controller
Through suitable programming the controllers allowed the user
to move freely in the VR environment, but also to perform the
measurement actions (Kontos and Georgopoulos, 2020).
Consequently, their use was enhanced for the present work by
adding new actions for the user.
4. DEVELOPED METHODOLOGY
The VR measurement tool has been developed within the Unreal
Engine®v.4 (UE4) environment. Unreal Engine is a fully
functional freeware game engine, which provides many
parameterization features for the developer, enabling the use of
user-friendly visual programming tools, called blueprints, for
developing an application solely inside the game engine's
environment.
As already mentioned, this work is integrating the previously
developed tool for extracting point coordinates and threedimensional distances from a 3D model within a VR environment
(Kontos and Georgopoulos, 2020).
4.1 The 3D model used
The 3D textured model of the Holy Aedicule which was created
during its full rehabilitation process conducted by the NTUA’s
Interdisciplinary team (Georgopoulos et al., 2017; Moropoulou
et al., 2017; Moropoulou and Korres, 2017) was used for testing
and evaluation of the developed functions of both applications.
The above-mentioned 3D model was created combining
photogrammetric and laser scanning methods therefore it is
highly detailed and accurate, containing 35.414.290 triangles and
being textured with high resolution (Figures 4 and 5). The main
problems addressed were (i) to enable the user to accurately
define horizontal and vertical planes in specific positions and
thus extract desired sections from the 3D model and (ii) to tackle
the millions of triangles of the high-resolution model.
4.2 Importing and positioning the 3D model
Importing a 3D model inside an UE4 project is a rather
straightforward procedure with easy steps. In this case, though,
due to the complexity of the 3D model, which was going to be
used, it was necessary to manipulate it to import it correctly. Two
problems had to be tackled. The first problem was the unification
of the various 3D model chunks with texture and the second was
the transformation of the model's reference system to the local
UE4 project reference system. Specifically, the transformation
was realized by moving each chunk by -80 meters on the X axis,
Figure 4. The exterior of the 3D model of the Holy Aedicule
of the Tomb of Christ in Jerusalem from various angles
Figure 5. Vertical and horizontal sections of the 3D model
showing its interior
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423
The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Volume XLVI-2/W1-2022
9th Intl. Workshop 3D-ARCH “3D Virtual Reconstruction and Visualization of Complex Architectures”, 2–4 March 2022, Mantua, Italy
of the initial number. However, even in this case, the application
was malfunctioning, probably because of the multiple
interventions, which took place in the initial project, such as the
deletion of the initial 3D model and the attempts of importing
downsized models into it. Hence, deletion of the initial 3D model
was necessary and attempts of importing downsized models into
it, led to a manageable UE4 project.
Figure 6. The final placement of the 3D model inside the
virtual environment
4.3
New functions developed
Two different approaches were developed with suitable
programming via the blueprints for the realization of the new
tools.
Firstly, the user uses the motion controllers to “cut” the 3D model
in order to create a horizontal or vertical slice of variable
thickness between them. This is done by shooting an invisible
projectile towards its surface at two hit points which define the
thickness of the slice. This thickness value depends on the density
of the mesh and should be carefully selected to ensure that
enough information of the object’s surface is included in the
slice. From this slice, the user selects the points of the section that
is going to be extracted.
This was performed by developing six functions, each of which
defines the direction of the section and the part of the model
which will become invisible. These are:
- Slice HU and Slice HD: The model is cut horizontally, and
the upper (or lower) part becomes invisible.
- Slice VR and Slice VL: The model is cut parallelly to XZ
plane and the part lying to the positive (or negative) side of
Y axis becomes invisible.
- Slice_VF and Slice_VB: The model is cut parallelly to YZ
plane and the part lying to the positive (or negative) side of
X axis becomes invisible.
The functionality of this section tool was successfully evaluated
using the 3D model of a simple cube (Figure 7).
Figure 8. A vertical plane of a section defined by the user
The second method offered a solution to the above-mentioned
problems, as it does not require the merging of the model’s parts,
and it was successfully tested on the 3D model of the Holy
Aedicule without optimization process. Thus, it can probably be
applied to any additional model. In this case, the user can define
horizontal and vertical planes of zero thickness which “cut” both
the interior and the exterior surfaces the object represented with
the 3D model (Figure 8). The center of each plane is identical to
the hit point of the line trace on the model’s surface.
Figure 9. A horizontal plane of a section of the 3D model’s
interior surface
Figure 7. (A) The 3D model of a cube as a test object, (B) A
vertical slice of the 3D model of a cube
Three additional functions were developed within the game
engine, defining the direction of the plane and enabling the user
to extract a horizontal or vertical slice (Figure 9). These are:
- MakePlaneXY: The model is cut horizontally.
- MakePlaneXZ: The model is cut by a plane parallel to XZ
plane (Figure 2).
- MakePlaneYZ: The model is cut by a plane parallel to YZ
plane.
5. EVALUATION PROCEDURE
The 3D model needed to be further decimated, to be easily
manageable, maintaining, at the same time, a high level of
realism. It is important to mention that the maximum number of
polygons that UE4 can tackle depends, of course, on the
computer hardware. For this reason, the model was imported into
Geomagic Wrap, for reduction of the number of its triangles
without losing too much detail. The 3D model was successfully
imported into UE4, only after the reduction of its triangles to 5%
The VR measuring tool has been extensively tested and evaluated
mainly in terms of accuracy, by estimating the correspondence of
the section points extracted from the application, to points on the
reference surface, i.e., the surface of the 3D model used. For this
reason, both the external and the internal part of 4 sections
measured traditionally, i.e., using a total station for the geometric
documentation of the object (Moropoulou et al., 2017;
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424
The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Volume XLVI-2/W1-2022
9th Intl. Workshop 3D-ARCH “3D Virtual Reconstruction and Visualization of Complex Architectures”, 2–4 March 2022, Mantua, Italy
Moropoulou and Korres, 2017), were also determined inside the
VR environment and 7 sparse point clouds of the produced slices,
inside and outside of the 3D model, were exported.
In order to determine the accuracy of the measured sections, a
coordinate system transformation was necessary, from the UE4
project reference system, into the model’s reference system. This
is because of the inverse transformation which took place during
the import of the 3D model into UE4 and its manual position
adjustments, in order to define its position on the terrain surface,
close to the center of the application’s coordinate system (Kontos
and Georgopoulos, 2020).
Specifically, the measured point clouds were mirrored over XZ
plane, and then, a distinct point of the model’s surface which was
measured in both coordinate systems, was selected as an accurate
transformation point (Kontos and Georgopoulos, 2020). It is
worth mentioning that this procedure introduces errors into the
measurements, such as the error of the user’s selection of the
identical point and the error of the measuring tool, which depends
on the predefined thickness of the line trace. On the other hand,
transformation parameters do not seem to introduce errors into
the whole process. This system transformation is necessary as the
initial change of reference systems was mandatory for
introducing the 3D model into the VR environment. It is
estimated that the error introduced with this reverse procedure is
no more than a few millimeters.
After the above transformation, the point clouds of the two
sections were imported into a suitable software
(CloudCompare©) to calculate their differences, i.e., the distances
of the geodetically measured points from the model’s surface.
Figure 11. The 2nd horizontal section and its deviations from
the reference surface
The 1st vertical section contains 509 points and their distances
from the “true” section vary from -13mm to 12mm (Figure 12).
The values with the highest frequency of occurrence are those
from 10mm to -8mm and from 8mm to 9mm. The same range is
also observed in the external section’s deviations, while the
distances of the corresponding internal section from the 3D
model’s surface, range from -12mm to 11mm, with most of them
lying close to the limits of this interval. According to the above,
the deviations of the external and internal sections are similar.
Finally, the 2nd vertical section consists of 1088 points and their
distances from the reference surface are distributed from -12mm
to 10mm (Figure 13). There are also some outliers detected,
which reach up to -60mm, most probably due to the inadvertent
measurement of points close to the model's surface. Most
frequent values in this histogram belong to the following
intervals: {–10mm, -8mm}, and {8mm, 10mm}. The values of
the arithmetic mean and the standard deviation of each section
are presented in Table 1.
Figure 10. The 1st horizontal section and its deviations from
the reference surface
The 1st horizontal section has no internal part, as it was performed
on the balustrades of the roof, at the exterior surface of the 3D
model used (Figure 10). This section consists of 668 points and
their deviations from the reference surface range from -12mm to
13mm. The values with the highest frequency of occurrence are
close to ±9mm. The deviations of the 2nd horizontal section are
distributed from -14mm to 12mm, with some outliers exceeding
5mm in absolute value (Figure 11). These outliers probably occur
because of the user’s inadvertent selection of points, inside the
VR environment, which do not belong to the model’s surface. In
the histogram of this section, the most frequent values are those
close to ±1mm. The histogram of the external part is similar to
the above, with the majority of the values ranging between 14mm and 14mm, while the deviations of the corresponding
internal section range from -12mm to 12mm, while most of them
are detected close to the limits of this interval.
Figure 12: The 1st vertical section and its deviations from the
3D model’s surface
Table 1. Results of comparison of sections
Standard
Number
Mean
Deviation
Sections
of points
(mm)
(mm)
1st horizontal
668
-0.2
8
2nd horizontal external
552
0.4
9
2nd horizontal internal
311
-0.4
9
1st vertical external
509
-0.7
7
1st vertical internal
198
-1
8
2nd vertical external
636
-0.9
7
2nd vertical internal
452
-0.1
7
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425
The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Volume XLVI-2/W1-2022
9th Intl. Workshop 3D-ARCH “3D Virtual Reconstruction and Visualization of Complex Architectures”, 2–4 March 2022, Mantua, Italy
6. DISCUSSION OF RESULTS
7. CONCLUSIONS
It should be noted that in the histograms of the sections, the
values with the highest frequency of occurrence are close to
±9mm, which may point to a systematic scale error. In order to
examine this possibility, the point cloud of the 1st horizontal
section determined inside the developed application was
compared to the point cloud of the conventionally measured
section. But, in this case most of the comparable distances were
from 8mm to 40mm. This leads to the assumption that there is no
systematic scale error and the frequency of the values close to
±9mm, leads to the assumption that a systematic error is
introduced when the line trace hits the surface of the 3D model.
The development and implementation of the innovative toolbox
presented in this paper leads to the general conclusion that the
use of virtual reality technology can support many scientific
disciplines in many ways and push them towards technological
development.
As shown in Table 1, the values of the arithmetic means are close
to zero, except for the mean of the 1st vertical internal section,
which is 1mm, in absolute value. Thus, the values of the distances
are normally distributed and there are no outliers or significant
systematic errors detected. Furthermore, the values of the
standard deviations of the sections range from 7mm to 9mm, with
the 2nd horizontal section’s values being higher, while most of the
vertical sections have lower values, compared to the horizontal
ones. So, the results show deviations within the scale threshold,
i.e., less than 20mm for the scale of 1:50. Regarding the values
of the standard deviations of the external and the corresponding
internal sections, no statistically significant differences are
observed. To conclude, the deviation of each section point
measured inside the VR environment from the reference surface
is less than 10mm, which is an acceptable value for performing
measurements that do not require high accuracy.
Specifically, engineers related to 3D data may use this
technology as an alternative and, in many cases, more complete
method of displaying their data, but also as a means to interact
with them when using the right tools. The depiction of threedimensional models in a virtual reality environment is very
realistic, which is not the case with other two- or threedimensional imaging methods. In addition, virtual reality
technology can contribute to the study of cultural heritage, to its
preservation and its promotion.
It has been shown that the developed VR measuring tool is
capable of extracting 3D measurements, i.e., 3D coordinates of
single points, 3D distances and horizontal or vertical sections at
specified horizontal and vertical planes from 3D models, in a
very simple manner. Thus, it constitutes a valuable tool for nonexperts, i.e., architects, archaeologists etc., to get these 3D
measurements at will without the need to learn a complicated
piece of software. The uncertainty of the measurements
corresponds to the density and accuracy of the 3D model inserted
and it has been proven that the VR measuring toolbox fully
exploits the qualities of the data.
Using the 3D model of the Holy Aedicule as an object to be
measured, which is a very detailed and accurate model, it is
concluded that the application can work with any 3D model and
the only limitation in its import are the capabilities of each
computer that supports the whole system.
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Figure 13: The 2nd vertical section and its deviations from
the reference surface
The accuracy of these measurement tools compared to the
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This contribution has been peer-reviewed.
https://doi.org/10.5194/isprs-archives-XLVI-2-W1-2022-421-2022 | © Author(s) 2022. CC BY 4.0 License.
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