Wow, I know global mapper can also generate up to the building footprint and 3d masses, however can it also handles the texturing? I would also like to try if this is possible 😁
@@GEO2004 Ok thanks for letting me know. I have also been leveraging the 3D Building Solution from ArcGIS but it makes it almost a little too simple. Maybe something like an LOD 1.5.
Nice one! This is what I was looking for last days. Now there is a task and it is how to do as best results as we can. If you can do video, how to add real textures to this LoD2 building by photogrametry/satelite images, it would be awesome help.
that is the ultimate stuff in this topic, I also still learning how to achieve this. As far I know, there are three ways with their own tradeoffs, 1. The easiest one is building the real textures and incorporate them into 3D representation using triangulated vector network or TIN, directly in the photogrammetric processing workflow. This model is called mesh and as far I know has its own limitation such as limited attributes data support and the result usually quite wobbly in higher scale/zoom level. 2. Manually build the 3D masses object ( in obj,format or other compatible format) and put the texture into every part of the building, like people usually do in Sketchup, Revit, or any other architectural 3D BIM workflow/software. This method is precise and accurate, on the other hand, this approach is quite tedious and resource demanding if we want to build landscape or city level model. The data also would be huge. 3. Multipatch model texturing using CGA/procedural script writing. ESRI City Engine is one of the few softwares that has this ability. By using CGA, mass texturing of multipatch model can be done in semi automatic way, however, if we want the model to be super precise and really mimicking the real world, we will find the difficulties like point 2. A lot of coding, a lot of design and prototyping, no easy task in conclusion,
If you want or needs to learn LoD 0 and LoD 1 before move up to LoD 2, here is the video tutorial : th-cam.com/video/8Wtm_L4iLDE/w-d-xo.html
I will say it was a nice experience to do this and in a short span of time
Amazing video. After archiving same results in global mapper, I will attempt same in ArcGIS pro. Thanks for the video
Wow, I know global mapper can also generate up to the building footprint and 3d masses, however can it also handles the texturing? I would also like to try if this is possible 😁
@@GEO2004 SketchUp is very good in texturing
Yep, know that well also
Hey thanks for sharing this video, did you ever come up with a way to simplify the output buildings so they don't look so bumpy?
Thats also my concern in the last few years, unfortunately I am not yet finding a good way to do it until now
@@GEO2004 Ok thanks for letting me know. I have also been leveraging the 3D Building Solution from ArcGIS but it makes it almost a little too simple. Maybe something like an LOD 1.5.
Nice one! This is what I was looking for last days. Now there is a task and it is how to do as best results as we can. If you can do video, how to add real textures to this LoD2 building by photogrametry/satelite images, it would be awesome help.
that is the ultimate stuff in this topic, I also still learning how to achieve this. As far I know, there are three ways with their own tradeoffs,
1. The easiest one is building the real textures and incorporate them into 3D representation using triangulated vector network or TIN, directly in the photogrammetric processing workflow. This model is called mesh and as far I know has its own limitation such as limited attributes data support and the result usually quite wobbly in higher scale/zoom level.
2. Manually build the 3D masses object ( in obj,format or other compatible format) and put the texture into every part of the building, like people usually do in Sketchup, Revit, or any other architectural 3D BIM workflow/software. This method is precise and accurate, on the other hand, this approach is quite tedious and resource demanding if we want to build landscape or city level model. The data also would be huge.
3. Multipatch model texturing using CGA/procedural script writing. ESRI City Engine is one of the few softwares that has this ability. By using CGA, mass texturing of multipatch model can be done in semi automatic way, however, if we want the model to be super precise and really mimicking the real world, we will find the difficulties like point 2. A lot of coding, a lot of design and prototyping,
no easy task in conclusion,