[HN Gopher] Cesium for Unreal Now Available
       ___________________________________________________________________
        
       Cesium for Unreal Now Available
        
       Author : kylebarron
       Score  : 240 points
       Date   : 2021-04-05 05:22 UTC (17 hours ago)
        
 (HTM) web link (cesium.com)
 (TXT) w3m dump (cesium.com)
        
       | a_c wrote:
       | I think it is a bedrock in bridging gaming and real life. From
       | now on you can visit virtual store in real-but-in-game location
       | and do all the purchase without leaving the game. Imagine GTA,
       | but everything you buy is real
        
       | tpoindex wrote:
       | Nice models of Denver on the video, especially Union Station,
       | City & County Building, airliner flyover. But the car is driving
       | the wrong way on Broadway, even though the parked cars on the
       | right side are pointed in the correct direction. Maybe a new GTA
       | Denver edition is in the works? heh.
        
       | klmadfejno wrote:
       | Can anyone comment on how good these datasets are? Are these
       | going to be down to like, an individual tree?
       | 
       | I also note it mentions integrating with unreal's water engine.
       | Unreal's water engine is excellent, but as of yet, not so great
       | with tiled landscapes. Curious how that'll work.
        
       | dvdkon wrote:
       | Oh, I thought someone made an addon for the original Unreal from
       | 1998. I should have known better, but it's still funny to me.
        
         | TheCraiggers wrote:
         | Frankly, I think that would be more HN worthy, and much more
         | interesting as it would like likely involved a clever hack.
        
       | notum wrote:
       | Apologies for potentially asking a really silly question but:
       | Cesium plugin is free and open source, however the Ion service
       | (the actual data) is paid.
       | 
       | So of what use is the plugin without the streamed data? Can we
       | choose to patch into Bing photogrammetry data as an alternative?
        
         | jokethrowaway wrote:
         | You could potentially create a different world and use Cesium
         | OSS to do 3d tile managing
        
         | hacoo wrote:
         | I haven't looked deeply at this, but sophisticated level
         | streaming for large areas isn't something Unreal supports out
         | of the box. Very cool of them to open source this.
        
           | klmadfejno wrote:
           | > sophisticated level streaming for large areas isn't
           | something Unreal supports out of the box
           | 
           | Yes it is. I don't think this is replacing unreal's level
           | streaming tech either. I'm reading this as a tool to generate
           | content within unreal's existing landscape tiling/streaming
           | tools.
        
         | modeless wrote:
         | Yes, you can load practically any dataset into Cesium, so you
         | are not locked into their paid service and can self host. You
         | might have to do a format conversion. I do think Ion is a nice
         | service, and 3D globe data is going to be expensive no matter
         | who you license it from.
         | 
         | I'm using the web version of Cesium in
         | https://james.darpinian.com/satellites/ and I'm self hosting
         | everything including the globe imagery, for free. (I don't need
         | high resolution imagery for the whole globe because I only show
         | a zoomed out view, but you could store and serve it all
         | yourself in principle).
         | 
         | In addition to the nice 3D graphics I'm also using a bunch of
         | Cesium functions for the actual satellite visibility
         | calculations. It's a great library.
        
           | darkwater wrote:
           | > https://james.darpinian.com/satellites/
           | 
           | Wow, super nice website, gonna use it to try to see some
           | satellites from now on! Thanks for creating and sharing it.
        
           | jjwiseman wrote:
           | Wow, I love your site! It makes such a big difference when
           | you give the situated view of what the object in the sky will
           | look like from my point of view, using Street View imagery.
           | Totally raises the bar for any site giving you visibility
           | predictions.
        
             | jjwiseman wrote:
             | I'm sure that required a lot of fiddly details to get
             | right, but it pays off hugely. And I can imagine it's the
             | kind of thing that lots of people wouldn't even think of as
             | important. Well done!
        
         | willio58 wrote:
         | In theory you could create your own data source. I mean, good
         | luck, but you could. I think keeping the data closed is totally
         | fine in this case.
        
         | chrisseaton wrote:
         | > So of what use is the plugin without the streamed data?
         | 
         | None, but so what? Being open source is useful even if the data
         | you use it with is proprietary.
        
           | notum wrote:
           | Absolutely. They just make a huge point about the plugin
           | being open source, how that's "how business should be done",
           | I thought there would be more to it, some useful tech beyond
           | the same-old vendor lock-in or anything.
        
             | lnanek2 wrote:
             | As a developer, having an open source client side is hugely
             | beneficial. With closed source mapping libs you often know
             | what is wrong with the providers library from your stack
             | traces, but have no way to fix it. Open source means
             | trivial bugs handling things like nulls and deallocation
             | and even more serious bugs like CPU use regressions (which
             | are easy to introduce with an incorrect condition somewhere
             | and can slip through the cracks until end user's batteries
             | are dying) become trivial fixes instead of: notify
             | provider, provider may or may not road map a fix, provider
             | may or may not provide the fix weeks later in their next
             | closed source SDK update.
        
         | ihsw wrote:
         | The goal is (probably) for the Cesium data platform to be
         | number one 3D geospatial content standard and for the Ion
         | service to the first (and best) provider of Cesium data.
         | 
         | There is also an implicit service where they (Cesium GS Inc)
         | offer consulting and collaboration on curating high-quality
         | private Cesium data sets in parallel to their own, eg: military
         | applications.
        
       | mike_d wrote:
       | From the demo video this looks really interesting for games/use
       | cases that are centered around the >1000ft view.
       | 
       | Even in the video showing off the technology things look
       | downright terrible up close. If you pause at the very beginning
       | you can see handrails on the stairs that are just odd floating
       | blobs, cars have all melted into the ground.
       | 
       | It is incredibly impressive that they have managed to get aerial
       | LIDAR into a game engine, but the visuals are quite jarring up
       | close.
        
         | Gabriel_Martin wrote:
         | I've noticed a trend of games graphics being fairly oldschool
         | while the mechanics are modern. Maybe this'll lend it's self to
         | that trend?
        
         | rtpg wrote:
         | I imagine this will be used for stuff outside of games
         | primarily. My understanding is that Unreal is now used a lot in
         | specialized domains like film-making (globe fly-bys in the news
         | and documentaries?) and sort of general "dashboard"-y stuff.
         | 
         | I'm sure someone could think of an "interesting" game built off
         | of this data but I highly doubt you go through all this
         | engineering effort on that idea alone.
        
           | TeMPOraL wrote:
           | > _Unreal is now used a lot in specialized domains like film-
           | making (globe fly-bys in the news and documentaries?)_
           | 
           | It goes further than that now. For _The Mandalorian_ , they
           | famously set up a "20-foot high, 270-degree semicircular LED
           | video wall"[0] to use as a backdrop for the shots, and that
           | wall was rendering the desired environment using Unreal
           | Engine. No need to chroma key an alien planet in post, when
           | you can make it a part of the scene (and now the actors can
           | see it too as they play!). More at [1].
           | 
           | --
           | 
           | [0] - https://www.polygon.com/tv/2020/2/20/21146152/the-
           | mandaloria...
           | 
           | [1] - https://www.unrealengine.com/en-US/blog/forging-new-
           | paths-fo...
        
             | anentropic wrote:
             | From what I read about it previously I think they do
             | actually re-render the backgrounds in post
             | 
             | But the LED video walls serve two purposes: ensure the
             | lighting and reflections on real objects in the scene match
             | up with the CGI, and give the actors a visualisation to
             | work with.
        
               | sbarre wrote:
               | > From what I read about it previously I think they do
               | actually re-render the backgrounds in post
               | 
               | All the videos and reels I've seen on this talk about
               | "capturing the effects in-camera", so while I wouldn't be
               | surprised if there's some integration and cleanup work to
               | be done (particularly where the wall meets the set), it
               | does sound like what is on the LED wall is what we see in
               | the final footage and it's not just placeholder or pre-
               | viz.
        
               | ubercore wrote:
               | I think you're right. They use terms like "final pixel"
               | when they talk about it, which leads me to believe
               | they're capturing the background and not just rerendering
               | in post.
        
               | RobotCaleb wrote:
               | I think the biggest wins they get from it are that the
               | actors can see what they're supposed to be standing in
               | front of and that they get realistic lighting on the
               | actors and other props from the environment
        
             | sbarre wrote:
             | ILMVFX's YouTube channel has some fantastic BTS footage of
             | how this works, for anyone curious:
             | 
             | https://www.youtube.com/channel/UCjnYk44Aj9E634TPucpIXnQ
        
           | KineticLensman wrote:
           | > My understanding is that Unreal is now used a lot in
           | specialized domains like film-making (globe fly-bys in the
           | news and documentaries?)
           | 
           | It's also used to create TV studios [0]. In the UK, BBC
           | soccer punditry programmes such as 'Match of the Day' are
           | filmed in a green-screen studio with the pundits, desk and
           | chairs, and a virtual studio created using Unreal Engine.
           | Different programmes can get a totally different look by
           | using different Unreal environments.
           | 
           | [0] https://www.unrealengine.com/en-US/industry/broadcast-
           | live-e...
        
           | sbarre wrote:
           | It can also be used as a starting point to "rough in" your
           | layout and then clean up and refine by hand..
           | 
           | If you were trying to build a virtual version of a real-world
           | location, I would imagine the time savings in starting from
           | real landmarks and buildings would be significant.
        
         | terhechte wrote:
         | It would still lend itself to some interesting games, such as
         | Mech Battles or Warcraft with oversized vessels or hordes of
         | leming-sized people in these environments.
        
           | pbhjpbhj wrote:
           | Maybe a game of Global Thermonuclear War?
        
             | unixhero wrote:
             | Shall we play a game?
        
         | zokier wrote:
         | It has very distinct low-res photogrammetry look yes. But if
         | embraced and under good art direction I think it could be made
         | to work as a stylized look. Maybe throw in some shader effects
         | to spice it up a bit and make sure that the hand-modeled
         | objects fit into the design, and it could be pretty cool.
        
         | rebuilder wrote:
         | Also good for prototyping and seeding ideas for level design,
         | I'd imagine. I saw someone proto their run-and-gun game on
         | google maps geo - they'll have to model everything once they
         | lock a location down, but can test complex environments very
         | quickly. Also having a real location, however rough, as a base
         | gives you a lot of ideas you would have a hard time coming up
         | with, starting with a blank slate.
        
         | tinco wrote:
         | This is due to the method of data acquisition. My company also
         | uses cesium (in the browser) for visualization at sub cm level
         | for inspection. Our quality bar is that inspectors have to be
         | able to inspect the grain of the grout between the bricks.
         | 
         | We acquire the data in 3 modes for high buildings, we do low
         | altitude fly over with the 2m drone, then we do facade with the
         | regular drone, and finally we shoot from the ground. We only do
         | ground based lidar, but aerial lidar is improving so maybe
         | that's next. The rest is all high detail photos fed into
         | photogrammetry.
         | 
         | The final results look perfect in cesium, some thin rails might
         | not show up, and windows get a bit funky, but the geometry and
         | the textures load in without a hitch, really cool technology
         | that's so simple in the basis that we built an alternative
         | viewer in Rust+WASM in 3 weeks.
        
           | X6S1x6Okd1st wrote:
           | Could you use a technique like this to do facade inspection
           | as mandated in nyc?
           | 
           | I just happened to watch "how to with John Wilson" S01E02
           | which was talking about how scaffolding is put up everywhere
           | in nyc because the facade needs to be inspected for loose
           | bricks every 5 years
        
           | maxhq wrote:
           | Off topic, but: would you mind telling which software you are
           | using for the photogrammetry?
        
             | reactive001 wrote:
             | Having worked at a company with an identical premise,
             | Reality Capture (because it's faster) or Bentleys
        
               | tinco wrote:
               | Nice! where did you work?
        
             | tinco wrote:
             | We're using Metashape and Reality Capture. We used to use
             | Bentley, but they've got unethical business practices so
             | we're avoiding them now.
             | 
             | Metashape has really good licensing, and their software
             | runs on Linux and is easy to integrate into processing
             | pipelines, also they've got a big featureset.
             | 
             | Reality Capture was super expensive, though that has
             | seemingly changed now that they're bought by Epic, so we
             | might reconsider our strategy there. They make better use
             | of hardware, making them faster, and their resulting models
             | look great. Their licensing was so expensive that we just
             | couldn't afford switching all of our processing to RC.
        
               | andybak wrote:
               | > We used to use Bentley, but they've got unethical
               | business practices
               | 
               | Go on. I'm curious now.
        
               | tinco wrote:
               | You can google a bit about Bentley Connect charges, we
               | were not the only ones who called their sales reps in a
               | panic.
               | 
               | https://community.spiceworks.com/topic/2129583-gathering-
               | inf...
               | 
               | If you can get a good deal with them it's probably fine,
               | and we only talked to nice people there. But we're still
               | on limited runway, we can't deal with random $20k
               | invoices, even if a nice sales rep reverts the charge
               | when called.
        
           | StavrosK wrote:
           | Wait, if the technology is so simple that you can build an
           | alternative viewer in 3 weeks, what are they selling? Is it
           | the data format?
        
             | asutekku wrote:
             | They're selling it so you don't have to get it by yourself.
        
             | sbarre wrote:
             | 3 weeks for a prototype
             | 
             | 3 months for an alpha
             | 
             | 3 quarters for a production release.
             | 
             | You know how engineering estimates work... ;-)
        
             | tinco wrote:
             | They've got a whole bunch of features in their viewer,
             | making a feature matching viewer would take years. The
             | basic technology is a tree of JSON files describing what
             | models or other JSON files to load for regions of space. So
             | the nodes are JSON files and the leaves are 3d models
             | basically. There's a simple algorithm that you give your
             | current perspective (i.e. where you are in space, and what
             | direction you're looking in) that will walk the tree and
             | decide what models will be in your field of view and which
             | won't be, and at what distance (which decides the level of
             | detail). Then the last step is simply downloading those
             | models, while at the same time evicting irrelevant 3d
             | models from your gpu.
             | 
             | They hand rolled an entire high performance 3D engine in
             | Javascript, which is a big challenge in and of itself. We
             | cheated by using WASM and a high performance programming
             | language, making the 3D engine part trivial. Likewise, I'd
             | be surprised if it took them more than a week or two to get
             | their initial proof of concept working in Unreal Engine.
             | 
             | Oh and I believe their business model is/was to sell
             | hosting and processing for the 3D models. We've been paying
             | them a couple hundred per month just for this service.
        
               | StavrosK wrote:
               | That's helpful, thank you!
        
       ___________________________________________________________________
       (page generated 2021-04-05 23:02 UTC)