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Web viewers based on open source code,   of the park without disrupting wildlife and   Web-Based 3D Point Cloud (potree)
         such as potree (Schuetz, 2016), use WebGL   the natural landscape.       Viewers using potree code can render raw
         API to efficiently render massive point                                point clouds and integrate multiple data sets
         clouds (>10  points) in standard Internet   Data Collection and DOM    into a single viewer with customizable
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         browsers. Potree does not require end-users   Processing               options. The dense point cloud for the 1 km
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         to  install software  or  download  large data   Images were collected through eight   field area is ~25.5 GB and contains more
         sets (Schuetz, 2016) and has been adopted    flights with a sensefly eBee fixed-wing UAV   than 805 million points (Fig. 3B). Point cloud
         by various organizations, including the   equipped  with  a  Sony  WX220  18.2  mega-  data sets can be compressed (from .las to .laz
         USGS, for sharing and visualizing national   pixel camera, resulting in 1760 images.   format) to reduce file size and converted into
         topographic LiDAR data sets (USGS, 2019).   Images were recorded at a pitch angle of 10º   a potree file and folder structure for efficient
         Similarly, OpenTopography and Pix4D-  off-nadir to increase point visibility along   tile-based rendering using the potree con-
         cloud provide online viewers, similar to    sub-vertical surfaces and increase precision   verter (Schuetz, 2016), with a final size of 3.5
         potree, allowing subscribers to share point   of final models within the high-relief topog-  GB. By default, the potree code includes an
         clouds through standard web browsers.  raphy (Nesbit and Hugenholtz, 2019). Images   interactive  overview map that displays  the
          Alternative methods have incorporated   were processed using Pix4Dmapper v4.3 fol-  viewer’s location and view direction, various
         the  use of game engines to create custom-  lowing a similar workflow described by pre-  navigation options and settings, and several
         ized geovisualizations compatible with vari-  vious authors (Küng et al., 2012; Nesbit et al.,   measurement  tools  allowing  end-users  to
         ous operating systems. Unity and Unreal   2018). Following initial processing, the   record simple measurements, including
         Engine are two popular game development   model was divided into four quadrants and   distances, areas, volumes, and topographic
         platforms that are well-documented, have   processed into a dense point cloud and 3D   cross sections. Following conversion, the
         vast online programming communities, and   textured mesh. Mesh outputs were exported   files and folder structure can be added to a
         are available for free to developers producing   as Autodesk Filmbox (.fbx) format, which   web host and dispersed through a standard
         revenue below a defined threshold. Recently,   generally results in smaller file sizes than   web domain. Information on getting started
         game engines have been used in the geosci-  commonly used 3D polygon (.ply) and wave-  can be found on the potree GitHub page or
         ences for the gamification and sharing of 3D   front (.obj) formats.   homepage (http://www.potree.org). An ex-
         data sets in immersive virtual reality (VR)                            ample is presented in Figure 3B using the
         (Bilke et al., 2014), translating ArcGIS data   Visualization Approaches  Pix4Dcloud viewer, which implements the
         into a 3D environment using Unity (Robin-  DOMs are presented in textured mesh and   potree library.
         son et al., 2015), and presenting virtual   dense point cloud formats, using three
         archaeological sites (Martinez-Rubi et al.,   different visualization platforms (Sketchfab,   Videogame Engine (Unity)
         2016; Boutsi et al., 2019).         potree, and Unity). Although other platforms   Videogame engines allow the production
                                             are available, these were intentionally selected   of unique end-user experiences through cus-
         CASE STUDY: FLUVIAL                 for their ability to provide end-users with   tomized data visualization and presentation
         STRATIGRAPHY, DINOSAUR              access to 3D data sets without specialty   (Fig. 4). Unity provides a platform to design
         PROVINCIAL PARK                     software or transfer of large data sets and are   and develop videogames and is well docu-
                                             representative of the current capabilities of   mented through user manuals, community
         Geological Overview                 modern viewers.                    forums, and online tutorials (e.g., https://
          Dinosaur Provincial Park is a UNESCO                                  unity.com/learn/get-started). The program
         World Heritage Site in southeastern Alberta,   Web-Based 3D Mesh (Sketchfab)  interface contains simple “drag and drop”
         Canada,  recognized  for  an  abundance  of   Using a web-based interface, Sketchfab   functions for creation of simple scenes, but
         well-preserved dinosaur fossils and charac-  allows authors to intuitively upload models,   also allows fully customizable objects and
         teristic badland topography (Dodson, 1971;   define rendering options (e.g., lighting, mate-  interaction through scripting. Unity supports
         Currie and Koppelhus, 2005). This case   rial properties), and provide supplementary   various formats, including point clouds,
         study presents a 1 km  subsection within   annotations (Fig. 3A). Upload limitations of   meshes, and 2.5D digital elevation models
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         the northeastern portion of the park con-  200 MB, including all mesh and texture com-  (DEMs). However, point cloud rendering
         taining extensive  3D exposures of  the    ponents, prevented rendering of the complete   through Unity can be challenging (Fraiss,
         Late Cretaceous Dinosaur Park Formation   1 km field area within a single viewer without   2017), and DEM interpolations are suscepti-
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         (Wood et al., 1988; Eberth and Hamblin,   significant texture distortion. To preserve   ble to distortion along slopes (Bellian et al.,
         1993). Contrasting layers of siltstone and   detail within the field area, we present each   2005; Pavlis and Mason, 2017). Therefore,
         fine- to medium-grained sandstone along   quadrant separately. Multiple texture resolu-  we used 3D meshes (.fbx files) and associ-
         with the stratigraphic architecture are rep-  tions and VR compatibility are automatically   ated textures (.jpg), which made up much of
         resentative of successive meandering chan-  generated during upload to provide end-users   the final videogame file size (~1 GB).
         nel belts cutting through adjacent flood-  with different level of detail (LoD) rendering   Navigation  within  the  scene  was  pro-
         plain  mudstones (Figs.  1–2;  Smith  et  al.,   options based on the capabilities of their view-  grammed through a first-person movement
         2009; Nesbit et al., 2018; Durkin et al.,   ing device. Location-specific annotations   script, in which the camera is controlled by
         2020). Most of the park is a natural preserve   describing geologic features and concepts to   directional keys on the keyboard and orien-
         accessible only through research permits or   end-users were added to models using the   tation based on the mouse. Camera move-
         guided programs. The digital model pro-  upload interface. Additional data sets could   ment was restricted within the scene bound-
         vides a viewing window into a small section   not be integrated within 3D model space.  aries by enabling the “mesh collider” option

         6  GSA Today  |  June 2020
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