On Developing Standards for the Creation of VR City Models BOURDAKIS, VassilisLaboratory of Environmental Communication and Audiovisual Documentation, University ofThessaly, Greecehttp://fos.prd.uth.gr/vas/The paper is an inclusive summary of research work on creating VR city models carried out over the last six years in the UK and Greece aiming to put into discussion the guidelines/ rules developed by the author. The paper is structured in three sections referring to the main stages in terms of either technical expertise and problem solving or conceptual structuring of information: creation of 3D city models, CAAD versus VR in digital city modelling and finally utilizing digital city models. The expected outcome of the work presented is the establishment of a body of knowledge that will facilitate the development of standards and guidelines for the creation of city models. There are obvious advantages in having a compatible set of city 3D models. On the other hand, there are different rules to be followed and issues to be solved, according to the scale of the model, level of detail that is needed—all these rules relate to the projected use of the model. Keywords: digital city models, 3D modelling, virtual reality, urban planning Background
application, due to lack of architectural / urban
Architectural and urban design is full of assumptions
planning experience in the field—with the exception
and conventions to an extent not applicable to many
of work carried out in the UCLA Urban Simulation
other disciplines. This has always been the case with
paper based drawings considering the fact that 3D
(www.artcom.de/contacts/city-and-architecture/
information, the urban structure, had to be expressed
welcome.en.old.shtml:May, 2001) and others—VR
and communicated on a 2D medium, the drawing.
conventions and methodologies are adopted.
This approach has worked quite well with paper
Furthermore, a close examination of the techniques
drawings since professionals are trained to read
the above mentioned groups use, reveals that VR
drawings quickly and with minimum effort, though
methodologies are taken for granted and therefore
average performance is obtained using a computer.
carefully tuned and appropriately built models are
The main reason being that one has to decide and
employed rather than custom tools for urban scale
either imitate the paper based approach and thus do
everything in 2D or advance to 3D modelling. Opting
for the second means that a new set of rules and
experience obtained in constructing the VRML models
conventions have to be invented/developed together
of Bath city, and London’s West End together with
with an even better understanding of 3D space. In
the work he is currently involved in Volos, Greece to
creating a fully 3D interactive Virtual Reality (VR)
develop a set of standards for the creation of CAAD
urban models and, mainly, their conversion to VR
2D modellers in general tend to over-design, model
models. Due to the nature of the topic and the size
in deep detail, usually irrelevant for a VR application.
limitation of the paper, the work carried out so far by
This well established trend must be avoided. The only
the author is not analytically documented. It is
solution is prototyping a representative area of the
recommended to refer to a series of papers by the
proposed model, converting to the final VR
author addressing VR city modelling in depth. Most
environment and testing before establishing the detail
papers are also available online (fos.prd.uth.gr/vas/
Data source scale and projected use are also
important in establishing the accuracy level of the
Creating 3D digital city models
model. 2D source data should be at a scale close to
The starting point for any digital model is the data
1:1000 and definitely better than 1:5000 if the resulting
source. At an urban level, source could be the existing
model is to be of an accuracy level of less than half a
2D city plans and stereo pair aerial photographs,
metre and close to twenty centimetres. The aerial
bearing in mind that most 2D city plans are based on
photographs scale is vital at achieving a high level of
photogrammetric data. However it is recommended
detail and should be close to 1:3000–anything over
that, in order to have maximum compatibility with
that results in 3D models with an accuracy of more
existing city plans, creating the whole 3D model from
than a metre a value unacceptable for planning
scratch should be avoided. Established work in terms
oriented city models, but may well be suited for other
of defining the 2D data for each properly, element in
general is not replicated thus model construction is a
hybrid one using existing plan data and aerial
constructs expanding over kilometres in length and
photographs for the extraction of the elevation
width. It is not practical to work on such a project
information of the buildings, height of trees, chimneys,
unless a subdivision strategy for the digital model is
roof geometry information, dormer windows etc.
employed. The aim of such a subdivision is twofold;
Furthermore, discrepancies on plan data are avoided
to be able to store the source data in manageable
simplifying the job of engineers that may use these
sized files and to enable engineering professionals
obtain the needed parts of the city in order to base
Choosing the appropriate software platform is
their work on a well-established dataset and keep the
essential. Using a widely available commercial
main 3D database of the city up to date. The most
software platform warranties compatibility, ease of
appropriate subdivision unit is that of an urban block
access to prime data source and conversion to other
furthermore simplifying naming conventions by
data formats. Depending on the projected use of the
following the current urban block numbering system.
model, in-house tools may be needed. However, careshould be taken in order to be able to export the
Making the step from CAAD to VR in
geometry to one of the widely accepted formats
city modelling
namely Data Exchange Format (DXF) and Virtual
Moving from a CAAD 3D model to a VR application
Reality Modelling Language (VRML). Similarly, the
involves the complex stage of data conversion. Issues
software used should be compatible with data
common to all VR applications will be analysed.
obtained from foreign sources–engineers working on
Urban models are very often constructed using
a particular project within the area modelled, modular
the country’s unit origin in metres. For example in the
UK, Ordnance Survey origin is used; that is Lands
The next issue that has to be tackled is that of the
End, Cornwall the most south-western tip of Britain.
level of abstraction in modelling. CAAD operators and
CAAD software have no problems dealing with large
Modeling & City Planning – 15 3D City Modeling
numbers (a typical city modelled maybe a million units
Having converted the dataset the success of a
away from origin point) or with the units; a metre with
VR application is judged by the degree of geometry
three decimal points. However, VR applications often
use integer mathematics for certain geometric
VR applications have a fairly clearly defined upper
calculations. This leads to a series of rounding errors
limit of amount of geometry they can handle
and great problems with Z buffering. Furthermore,
successfully which is quite low and unsuitable for
trying to rotate or spin the model is impossible since
urban scale modelling. In general, software
browsers rotate about the co-ordinate origin; 0,0,0.
developers and VR designers/artists recommend
All navigation, rotation, and most Z buffering problems
replacing geometry with simplified repetitive texture
are solved once the origin point is translated to the
mapped shapes. However, this approach can only be
centre of the urban model. A side effect is the file size
successfully implemented in certain types of models
reduction since all numbers dealt with are much
and it seems to be producing acceptable results in
American towns, skyscraper filled city centres high-
CAAD software use a world based co-ordinate
rise office blocks and generally highly repetitive
system; X and Y for the plane definition and Z for
environments. As an example, the author in the
elevation. VR software typically utilise a screen based
process of converting the CAAD model of Bath in VR,
co-ordinate system–X and Y across the computer
classified the existing types of properties, roof
screen and Z out of the screen. This effectively means
geometry, and other urban entities in a list of over
that Y and Z have to be swapped from a CAAD model
200 elements (Bourdakis, 1996). Bearing in mind the
to a VR. Depending on the CAAD software, the output
generalisations that took place in creating this
VR format, and the process followed, this is dealt with
“restricted” list, the projected utilisation of the model
varying degrees of competence and correctness.
and the inevitable downgrading of the available data,
Sometimes the conversion process introduces
it was decided to discard this approach. Repetitive
transformation matrices making the VR output file
elements indeed exist in urban scale models but due
difficult, if not impossible, to comprehend and edit
to the level of detail of the available data it was
manually. Failing to exchange the Y and Z results in
restricted to building elements: windows, doors,
models that cannot be “walked” through, since the
cornices and chimney stacks as well as street
viewer-perceived walking is carried in X and Z
meaning the viewer comes flying from the sky to the
Architects and planners have a concept of Levels
of Detail (LOD) based on the paper scaled
A serious problem of model translations is the
representation of real space (1:5000, 1:1250, 1:500
structure of the geometrical description itself. In most
etc). Projects very often are seen in scales up to 1:100
CAAD packages, the operator can define surfaces
or 1:50 for a building, which means a building is
that are perceived as double sided. Indeed, the
isolated and examined at a higher level of detail.
standard on hand modelling surfaces is double sided.
However, there is no such concept as spatial structure
This means, considering three points in 3D space,
within different levels of detail. The whole area is
the surface defined by triangle (A, B, C) is the same
sequentially “worked” at different levels but it is never
as the one by triangle (A, C, B). VR applications
visualised with varying levels of detail at the same
usually define surfaces as being single sided and
time (maybe VR’s way of “seeing” the environment is
anticlockwise. Some renders have the option of
going to be accepted and approved by engineers - it
rendering double sided faces - at the penalty of a
is simply the way the paper based representations
considerable speed reduction usually by a factor of
are structured that causes this behaviour). The closest
concept to organising information in building practice
is to use BLOCKS/ INSTANCES/GROUPS (naming
be noted that not all windows, doors etc. of an
conventions used on different modelling software)
urban block are under one LOD node. LOD nodes
where a set of objects are joined together, defined as
are created on the basis of keeping concise, more
one, and used in various other places without the need
or less square (in plan) areas together. This
usually means organising them per street facade.
Implementing LODs on VR urban models needs
a completely different approach. A highly detailed
Level 4 architectural detail such as chimney pots,
urban block may be over 20,000 triangles. One cannot
string courses and pilasters are added. At this
expect that more than a few such blocks will be easily
level, some photographic texture maps are also
navigable considering current graphics hardware
included on windows and shop fronts. The Level
capabilities. A low polygon count representation (30-
3 structure is kept and Level 4 is visible at
50 triangles) of each urban block should be used
instead, when the camera is a few hundred metres
Landscape modelling is an issue addressed differently
away. However care must be taken as there is a
in 2D modelling and VR applications. The main
threshold on how many LOD calculations are
problem is the continuity of the landscape and the
acceptable, versus geometry / texture use. For
inability to use LODs as described previously–having
example, deciding to add textures on building facades,
different resolution tessellated models of the
and switching them on and off per building using LOD
landscape to exchange at set distances is a very
nodes will bring the application to a halt, not because
resource consuming exercise. GIS companies have
of the burden of loading all these textures, but due to
researched this issue and there are terrain
the need to do all the LOD checks for each building on
visualisation solutions available (Terravision by SRI
each camera movement! It is better for the browser
International www.ai.sri.com/TerraVision/:May 2001)
to do tests for 4 LODs per urban block than 200. This
that will have to be integrated with the urban model.
leads to a sub-structuring of the model into streets
Having converted and optimised the dataset to
within each main urban block. Long streets may be
VR the final issue that has to be considered is the
process of updating the city database. Typically, there
The following structure has been developed by
will be alterations to the city model (either because of
the author and successfully tested at the Bath city
new developments or via the use of the VR model in
model (Bourdakis & Day, 1997). The four levels of
planning evaluation stages etc). Since most VR
platforms available are not suitable for real-time editing
Level 1 a simple volumetric description of each
of the underlying geometry, the CAAD database must
terrace with a flat roof at the average height for
be updated and the relevant alterations re-exported
that terrace (typically under 200 triangles per
to VR–effectively establishing the CAAD database as
urban block). Roads, pavements, and landscape
Level 2 each building is modelled with accurate Utilizing digital city models
wall and roof geometry and tagged as a separate
Implementational scope for city models
object in the model. This means that each property
Urban VR models can be broadly classified under
in the city can be identified and used for data
three main categories (Bourdakis, 1998a): design and
linking. Trees that are within the urban block are
planning, education and general research and finally
also visible. Visible at 150 metres.
commercial and entertainment. It should be noted that
Level 3 windows, doors, parapets, party walls and
implementational directions vary greatly according to
free-standing garden walls are added. It should
Modeling & City Planning – 15 3D City Modeling
the application scope with certain tasks being clearly
of information is not an issue, quality of the image is
fairly poor and not appealing or even attracting
attention, questioning their financial and commercial
demonstrate (Shiffer, 1995) how and to what extend
computers will be used in the near future by engineers
Concluding with the potential uses of urban VR
as part of their everyday practice, creating, modifying
systems, it should be stressed that in many of the
and improving our cities online using centrally stored
examples discussed above, the notion of a city space
sharable databases (Day et al, 1996). Due to the
is used loosely, denoting the various ways people
nature of the proposed use of such models, the low
perceive cities. It may vary greatly from one building
polygon count fully texture mapped model approach
complex, to a High Street, a neighbourhood or indeed
adopted by more commercially oriented projects
(Virtual Soma www.planet9.com/vrsoma.htm:May
Limitations of VR
2001) is not feasible lacking severely in accuracy and
An analysis on creating standards for VR urban
models would be incomplete without some warnings
Over the last decade, the potential of VR as a
and a future work section criticising design or
teaching aid has been under investigation. Research
implementation limitations of VR applications as they
however has focused on primary and secondary
education and as such, urban environments have not
VR applications’ ability to handle the sheer size
been employed. The closest to urban scale projects
of the models involved. Even with careful planning
are investigation studies on spatial ability via “you are
and use of LODs rendering frame rate is suffering.
here” type of maps for pre-adolescents (Phillips,
Large triangle based models are not supported very
1997). Research work, investigating abstract data
efficiently since software engineers focus on primitive
representations based on architectural notions of
based models. Furthermore, accuracy is not highly
space such as Vector Zero and CASA’s own “Map of
valued amongst VR developers and the need for three
the Future” where the digital city becomes the front
decimal points is often seen as excessive and wasting
end facilitating navigation, should be noted.
The lack of copyright protection or digital signature
commercially viable fields is quite different to research
stamping in the geometry together with the ease of
and development. The implications and return of
transferring files across the Internet is hindering the
investment is one issue that is extremely difficult to
development and availability of urban models.
assess and thus persuade the client. Consequently,
VR applications are largely customised for
the “wow” factor and the hi-tech issue is the main
repetitive geometry, tasks, behaviours etc. Once that
selling point of the technology at it currently stands.
fails to be the case, VR apps tend to be inefficient
This is clearly demonstrated by the various urban VRs
and slow. Furthermore, hardware seems to be badly
(in the loose sense of the term) created to enhance,
tuned for VR related tasks—typically available
improve virtual shopping mall applications which grow
hardware provide either good CPU performance and
is a fashion similar to that of shopping TV channels
low graphics (PCs), or the opposite (graphics
last decade. Typical examples are North American
city centres, focusing on the prominent city landmarks
Navigation is another issue that needs serious
(mainly skyscrapers, large office blocks and distinctive
consideration. In paper based environments,
routes), which are pasted on a 2D map of the area.
everything is right in front the engineer’s eyes—the
Detail is scarce, accuracy is questionable, conveying
only tool needed is a large drawing board. On the
computer screen, in non-VR approaches, the screen
is viewed as a “window” to a much larger drawing,
Communication Tool for Urban Planning in A.
plan view is the one used most of the time. In a VE,
the screen size or HMD limitations force us to an
Towards New Design Conventions TechnicalUniversity of Bialystok, pp.45-59.
approach closer to the CAAD one. However, a plan
Bourdakis, V.: 1997b The Future of VRML on Large
only view is unacceptable, walking on ground level
Urban Models in R.Bowden (ed) UKVRSig’97
confusing and generally disorienting (Bourdakis,
Bourdakis, V. and Day, A.: 1997 A VRML model of
Bath in R.Coyne, M.Ramscar, J.Lee & K.Zreik
Results – Proposals for VR city
(eds) Design and the Net, europIA Productions,
models standards’ development
Summarising the issues presented in this paper, the
Bourdakis, V.: 1996 From CAAD to VR; Building a
author proposes a set of rules for future urban scale
VR models: Plan compatibility by modelling based on
Third UK Virtual Reality Special Interest GroupConference; Full Paper Proceedings. De
existing 2D plans, Standardization on units, Origin–
Montfort University, Leicester, pp.5-13.
relative coordinates, five LOD construction (the four
Day, A.K., Bourdakis, V. and Robson, J.M.: 1996
described plus textured landscape form), VRML 97
Living with a virtual city in Architectural
format for delivering the 3D geometry, library of
Research Quarterly, Vol.2: Autumn 1996, pp.84-
reusable complimentary elements (street furniture,
trees, etc) work on metadata–ways of mapping
Jepson, W., Liggett, R. and Friedman, S.: 1996,
information on the model. This is by no means an
Virtual Modeling of Urban Environments in
exhaustive set of rules but a starting point for further
Phillips, P.C.: 1996 Portraying the City. In:
P.C.Phillips (ed) City Speculations Princeton
References
Bourdakis, V.: 1998a, Utilising Urban Virtual
Shiffer, M.J.: 1995, Multimedia Representational
Aids in Urban Planning Support Systems in F.T.
Marchese (ed) Understanding Images; Finding
Bourdakis, V.: 1998b, Navigation in Large VR Urban
Meaning in Digital Imagery Telos, Springer-
Virtualworlds,Springer-Verlag Berlin,pp.345-356.
Modeling & City Planning – 15 3D City Modeling
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