Path planning is a fundamental problem, especially for various AEC applications, such as architectural design, indoor and outdoor navigation, and emergency evacuation. However, the conventional approaches mainly operate path planning on 2D drawings or building layouts by simply considering geometric information, while losing abundant semantic information of building components. To address this issue, this paper introduces a new method to cope with path planning for 3D indoor space through an IFC (Industry Foundation Classes) file as input. As a major data exchange standard for Building Information Modeling (BIM), the IFC standard is capable of restoring both geometric information and rich semantic information of building components to support lifecycle data sharing. The method consists of three main steps: (1) extracting both geometric and semantic information of building components defined within the IFC file, (2) discretizing and mapping the extracted information into a planar grid, (3) and finally finding the shortest path based on the mapping for path planning using Fast Marching Method. The paper aims to process different kinds of building components and their corresponding properties to obtain rich semantic information that can enhance applications of path planning. In addition, the IFC-based distributed data sharing and management is implemented for path planning. The paper also presents some experiments to demonstrate the accuracy, efficiency and adaptability of the method. Video demonstration is available from http://cgcad.thss.tsinghua.edu.cn/liuyushen/ifcpath/.
With the increasing accessibility of the mobile head-mounted displays (HMDs), mobile virtual reality (VR) systems are finding applications in various areas. However, mobile HMDs are highly constrained with limited graphics processing units (GPUs) and low processing power and onboard memory. Hence, VR developers must be cognizant of the number of polygons contained within their virtual environments to avoid rendering at low frame rates and inducing simulator sickness. The most robust and rapid approach to keeping the overall number of polygons low is to use mesh simplification algorithms to create low-poly versions of preexisting, high-poly models. Unfortunately, most existing mesh simplification algorithms cannot adequately handle meshes with lots of boundaries or nonmanifold meshes, which are common attributes of many 3D models. In this article, we present QEM 4VR , a high-fidelity mesh simplification algorithm specifically designed for VR. This algorithm addresses the deficiencies of prior quadric error metric (QEM) approaches by leveraging the insight that the most relevant boundary edges lie along curvatures while linear boundary edges can be collapsed. Additionally, our algorithm preserves key surface properties, such as normals, texture coordinates, colors, and materials, as it preprocesses 3D models and generates their low-poly approximations offline. We evaluated the effectiveness of our QEM 4VR algorithm by comparing its simplified-mesh results to those of prior QEM variations in terms of geometric approximation error, texture error, progressive approximation errors, frame rate impact, and perceptual quality measures. We found that QEM 4VR consistently yielded simplified meshes with less geometric approximation error and texture error than the prior QEM variations. It afforded better frame rates than QEM variations with boundary preservation constraints that create unnecessary lower bounds on overall polygon count reduction. Our evaluation revealed that QEM 4VR did not fair well in terms of existing perceptual distance measurements, but human-based inspections demonstrate that these algorithmic measurements are not suitable substitutes for actual human perception. In turn, we present a user-based methodology for evaluating the perceptual qualities of mesh simplification algorithms. CCS Concepts: • Computing methodologies → Mesh geometry models;
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