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1、<p>  外文標題:A New Method of Virtual Reality Based on Unity3D</p><p>  外文作者:Sa Wang, Zhengli Mao, Changhai Zeng, Huili Gong, Shanshan Li, Beibei Chen</p><p>  文獻出處:International Conference on

2、 Geoinformatics , 2010 :1-5</p><p>  英文2987單詞,15889字符,中文5089漢字。</p><p>  此文檔是外文翻譯成品,無需調整復雜的格式哦!下載之后直接可用,方便快捷!只需二十多元。</p><p>  Abstract—In the area of geographic information system,

3、there are always two methods to get 3D virtual reality, one is to use a 2D professional platform such as ArcGIS software to get the virtual reality by secondary development, the other is to use a 3D or 2.5D software as a

4、 platform for development, such as the Skyline software. In this paper, we will use a different platform, Unity3D, which is usually treated as game development software, as a virtual reality development platform. Firstly

5、, the</p><p>  Keywords-Virtual Reality; Unity3D; GIS</p><p>  Introduction</p><p>  Virtual reality (VR) is a technology which allows a user to interact with a computer-simulated e

6、nvironment,Michael Heim(1994)identifies seven different concepts of virtual reality[1]: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. Now virtual reality

7、 is widely used in industry and public service with its intuitive visual and simple operation.</p><p>  Unity3D is one of the most famous virtual reality tools, it is cross-platform game development software

8、, and now besides Mac OSX, Unity3D can fully support WindowsXP/Vista/7, Unity3D supports three scripting languages: JavaScript, C#, and a dialect of Python called Boo. All three are equally fast and interoperate, and can

9、 use the underlying .NET libraries which support databases, regular expressions, XML, file access and networking. Scripting is frequently thought of as limited and slow, but in </p><p>  In this research, we

10、 use Unity3D as the development platform for virtual reality. The study area is the campus of Henan Institute of Urban Construction, Pingdingshan, China, with an area of 1,066,667m 2, ranging from 33°46′11″N to 33&#

11、176;46′42″N, 113°10′52″E to 113°11′36″E.</p><p>  FRAMEWORK AND IMPLEMENTATION</p><p><b>  Framework</b></p><p>  Browser-Server three-tier architecture VR-bas

12、ed framework is designed in the research area and including 3 layers: presentation layer, logic layer and data layer [2].</p><p>  Presentation layer is mainly used for interface display and to achieve the u

13、ser's query.</p><p>  Logic layer consists of web server and application server [3]. Workflow of Logic layer is as follows: a) Web server receives the user’s Http request which send by the browser; b) re

14、quest is passed to the application server; c) application server convert the Http requests into the statement that database can identify; d) sending the request to query in the database; e) When the query is complete, th

15、e query result sets are returned to the application server; f) application server analyze and proce</p><p>  3) Data layer includes the related spatial data and attribute data, such as DEM data.</p>&

16、lt;p>  B.Implementation</p><p>  In this study,the hierarchical approach of geographic information system is adopted, and the study area is divided into four layers: Terrain layer, Building layer, Transpo

17、rt layer and Vegetation layer. Figure 1 shows the details of the layers in study area.</p><p>  In the virtual reality system, Two-dimensional maps are used as base maps in 3D scenes to express the geographi

18、c entity’s three-dimensional location information. 3DsMax and other software are used to create three-dimensional models of features in the study area. Three-dimensional models need to add texture and attribute informati

19、on. Textures which collected through outdoor jobs can truly reflect the surface features of geographic entities. After processing by tools such as Photoshop, textures ar</p><p>  Overall, there are two kinds

20、 of works: one is the works outside unity3D, including models, animations, textures, sounds and GUI graphics; the other is the works in unity3D, such as levels, scripts, physics, materials, shaders and GUI. Figure 2 show

21、s the works outside Unity3D and the works in unity3D. </p><p>  WORKS OUTSIDE UNITY3D</p><p>  Data Collection</p><p>  There are two kinds of data we need in the study: spatial dat

22、a and attribute data. The data was collected from three sources:</p><p>  ? The terrain maps which scale is 1:500, obtained by GPS.</p><p>  ? Two-dimensional maps of the study area including ar

23、chitectural design maps and design sketch that the research area previously saved.</p><p>  ? Texture of roads, lawns, trees, public facilities, buildings taken by camera from different angles.</p>&l

24、t;p><b>  Modeling</b></p><p>  Modeling is an important piece of the visual reality system. The choice of modeling system dictates what type of geometry will appear in the system. For the virt

25、ual reality system to be successful, the modeling system is better to be completed and in place early in the development process. The main tools for modeling are 3Ds Max and AutoCAD [4].</p><p>  The virtual

26、 reality environment consists of roads, lights, traffic symbols, trees, buildings and so on. It is essential to build fine, sophisticated models of every real object which will be placed in a virtual field. The precise g

27、eographic location, attribute information and models of geography entities are needed for achieving good quality objects of scenes [5].</p><p>  1) Terrain Layer: First of all, terrain information of geograp

28、hic entities should be determined. As situations are different, different approaches are taken to get the information about terrain. Figure 3 shows the Logical sequence to get models of terrain layers.</p><p&g

29、t;  With the promotion and application of Google Earth, it provides a lot of high-precision images and elevation information.</p><p>  If the resolution in the study area meets the requirements of the terrai

30、n, we can directly access the high resolution terrain information from Google Earth by using a tool named Google SketchUp 6.0. With the help of Google SketchUp 6.0, the three-dimensional terrain information of study area

31、 can be saved as .3ds format, so as to communicate with 3Ds Max.</p><p>  Else, if the resolution can’t meet the needs, we can get the terrain information by field measurement. In this research, we use GPS t

32、o measure and obtain high resolution terrain information of the study area. Then the data obtained by GPS, which format is .dat, imported into AutoCAD software to generate a terrain map with the scale 1:500. After interp

33、olation and fitting in AutoCAD, the data also is saved as .3ds format so as to communicate with 3Ds Max.</p><p>  Transport layer: When the modeling work in Terrain Layer is finished, roads and facilities in

34、 Transport layer will be modeled according to the real location on the Terrain Layer. At the same time, we edit textures, lights, materials and other physical attributes by using MaxScript, a built-in scripting language

35、in 3ds Max. The logical principle of editing work for Transport Layer is similar to Terrain Layer.</p><p>  Building layer: 3D building models are important in the virtual environment. The reproduction of th

36、e real building is an important aspect of final visual effect, which impacts the authenticity of scenes. Visual modeling tools (3Ds Max, etc.) are used to modeling the building. The raw data of the models comes from buil

37、ding’s construction design maps. Liking Terrain Layer and Transport Layer, we also need to pasting textures on models to show the true appearance of the building. Textures are obtai</p><p>  Vegetation layer

38、: There is a powerful vegetation editor in unity3D. The editor is easy to use, it is powerful and automatic animation (effects of wind etc.). So the vegetation models are added directly in Unity3D.</p><p>&l

39、t;b>  Export</b></p><p>  When the modeling is completed, the 3D models are saved as the format .sbx so as to compatible with Unity3D. Animations, textures, scripts, and sounds are saved in the asse

40、t file in a Unity3D project; they are added as new Gameobjects in the process of creating scene.</p><p>  WORKS IN UNITY3D</p><p>  Unity3D has a highly optimized graphics pipeline for both Dire

41、ctX and OpenGL. Animated meshes, particle systems, advanced lighting and shadows, all run blazing fast. It also support individual operations for we can create rain, sparks, dust trails, anything that we can imagine. Dur

42、ing the process of creating a scene, works in Unity3D are as follows:</p><p><b>  Shading</b></p><p>  Unity3D comes with 40 shaders ranging from the simple (Diffuse, Glossy, etc.) t

43、o the very advanced (Self Illuminated Bumped Specular, etc.) All the built-in shaders integrate perfectly with any type of light, with cookies or without. If it is not enough we can write our own shaders in Unity3D's

44、 powerful ShaderLab language with Cg and GLSL. In the study, besides the ordinary shaders, there are more requirements, so we write our own shaders, such as MirrorReflection.shader. It achieves a more real</p><

45、;p>  Programming</p><p>  If we want to achieve some special functions of the scenes and the functions are simple, we can use the script or editor of unity3d. However, the most powerful editor is Visual S

46、tudio [7], the scenes in Untiy3D can also compile with Visual Studio by adding UnityEngine.dll.</p><p>  Collision Detection</p><p>  Unity contains the full capabilities of the Ageia PhysX next

47、—gen Physics Engine and is used in games like Unreal Tournament 2007 and Ghost Recon 3. Unity3D supports full Rigidbody physics. Rigidbodies act under forces, collide, and work in joints with no scripting required. It ma

48、kes the virtual reality more true to our daily life. After writing scripts on a certain GameObject, users can press the mouse to determine any display area, and then press keys on the keyboard to choose where to go. The

49、</p><p>  affected by the nonlinear structure.</p><p>  Showing Information by GUI Control</p><p>  Geographic entities are not only having spatial information but also attribute in

50、formation. If we want to get dynamic and real-time effects, we can use GUI controls to show the attribute information. All the attribute information is stored in database—MySQL data management system, parts of the code&l

51、t;/p><p>  is shown as fellow:</p><p>  private static void openSqlConnection(string connectionString)</p><p><b>  {</b></p><p>  dbConnection=new MySqlConnect

52、ion(connectionString);</p><p>  dbConnection.Open();</p><p>  result = dbConnection.ServerVersion;</p><p>  //Debug.Log("Connected to database."+result);</p><p&

53、gt;<b>  }</b></p><p>  // Disconnect from database</p><p>  private static void closeSqlConnection() {</p><p>  dbConnection.Close();</p><p>  dbConnection

54、= null;</p><p>  //Debug.Log("Disconnected from database."+result);</p><p><b>  }</b></p><p>  In this research, when the user clicks the object, the informati

55、on will show on GUI message box.</p><p>  Publishing</p><p>  If we want more persons to use the virtual reality system, we can publish it online. Users can browse it by downloading a small Unit

56、y Web Player Plug-in (about 3 MB). It auto-installs without a browser restart, and already has an 8-digit distribution. It works on all modern browsers including Internet Explorer, Firefox, Safari, and most Mozilla-based

57、 browsers. </p><p><b>  Others</b></p><p>  Sounds, animations, videos will be added in Unity3D by GameObjects. Thus really enhance the user's immersion in the virtual reality sy

58、stem [8].</p><p>  Integrating</p><p>  When all the works above are completed, we save the scenes, scripts, audios, attribute data, pictures, textures etc. in a Project in Unity3D. The asset in

59、 a Unity3D Project is automatically and immediately imported upon save. Assets can update at any moment, even while users visiting inside the</p><p>  Editor. If the project is big, Unity Asset Sever could b

60、e used to</p><p>  optimize the big Project.</p><p>  RESULTS OF VIRTUAL REALITY BASED ON UNTIY3D</p><p>  The purpose of all the work is to generate a virtual reality system.Unity3

61、D provides seven kinds of system by ‘build settings’: Web Player, Web Player Stream, OS X Dashboard Widget, Windows Standalone, OS X Universal Binary Standalone, OS X PPC Standalone and OS X Intel Standalone.</p>

62、<p>  In this study, in order to publish online, the virtual reality system is generated by the first kind: Web Player. The project generates the system by ‘build settings’ in File. We can also generate other kinds

63、of systems, such as Windows Standalone, if we choose this kind of ‘build settings’, there will be an executable file and can set up in user’s computers. So, the virtual reality system could be run in different purpose ev

64、en different operation system.</p><p>  When files are modified, their status is updated instantly. Renaming and moving assets are handled elegantly.Updates, commits, and graphical version comparisons are al

65、l performed inside the Unity Editor.</p><p>  Figure 4 illustrates the results of virtual reality based on unity 3D. Objects in the virtual reality system can be seen from any angle. According to the adjustm

66、ent of sunshine, it can achieve real-time sunshine effects both day and night. In addition to sunshine effects, there are also mirror reflection effects (Figure 5). Besides mentioned above, Users can also watch videos, l

67、istening music in the system, they can walk alone on the road or guided by an instructor. Therefore, geographical entit</p><p>  The system also has functions of illumination analysis, distances measurement,

68、 querying attribute information and so on, which are similar to 3DGIS .</p><p>  Conclusion</p><p>  This study generates a virtual reality system based on Unity3D for taking a campus as an exam

69、ple. The virtual reality system is highly vivid, strongly interactive. Users can download a Plug-in to browse the study area online. With a full range of personalized mode on operation, they can choose their own way to b

70、rowse and participate in the virtual reality, and give full play to their imagination according to their own wishes without affecting the others by using the designated keys on the keyboa</p><p>  In the are

71、a of geographic information system, there are always two methods to get 3D virtual reality, one is to use a 2D professional platform such as ArcGIS software to get the virtual reality by secondary development, the other

72、is to use a 3D or 2.5D software as a platform for development, for example Skyline software.</p><p>  This is only the preliminary results of our study. The next step is to Co-GIS software with the system to

73、gether, so that it will possess the sophisticated spatial analysis functions of GIS.</p><p>  This will not only increase the function of the virtual reality system, but also provide new ideas about the deve

74、lopment of 3DGIS.</p><p>  REFERENCES</p><p>  [1] Michael Heim, Virtual Realism[M], Oxford Univ. Press, 1998.</p><p>  [2] Janus Liang, “Generation of a virtual reality-based autom

75、otive driving training system for CAD education,” Computer Applications inEngineering Education,vol.17(2), pp. 148-166, 2009.</p><p>  [3] K. P. Beier, “Web-based virtual reality in design and manufacturing

76、applications,” Proceedings of the 1st International Euro Conference on Computer Applications and Information Technology in the Maritime Industries, COMPIT’2000, Potsdam, Germany, 2000.</p><p>  [4] A. C. K.

77、Choi, D. S. K. Chan, and A. M. F. Yuen, “Application of virtual assembly tools for improving product design,” The International Journal of Advanced Manufacturing Technology, vol.19(5), pp. 377- 383, 2002.</p><

78、p>  [5] Hongli Liu, Linlin Wang, “Application of virtual reality in ancient buildings-take the summer palace for example,” Proceedings of First International Conference on Modelling and Simulation, pp. 59-64, 2008.<

79、;/p><p>  [6] M. Dinsmore, N. Langrana, G. Burdea, and J. Ladeji, “Virtual reality training simulation for palpation of surface tumors,” IEEE VR Conf, pp. 54-60, 1997.</p><p>  [7] N. Adamo-Villani

80、, E. Carpenter, and L. Arns, “3D sign language mathematics in immersive environment,” Proc. of the 15th IASTED International Conference, June, Rhodes, Greece, 2006.</p><p>  [8] B. J. Gold, M. Pomplun, and N

81、. J. Rice, “A new way to quantify the fidelity of imitation: preliminary results with gesture sequences,” Experimental Brain Research, vol.187(1), pp. 139-152, 2008</p><p>  基于Unity3D的虛擬現(xiàn)實(VR)新方法</p>

82、<p>  Sa Wang, Zhengli Mao, Changhai Zeng, Huili Gong, Shanshan Li, Beibei Chen</p><p><b>  摘要</b></p><p>  在地理信息系統(tǒng)領域里,通常情況下,有兩種方法來獲取三維虛擬現(xiàn)實,其中之一是使用ArcGIS軟件等2D(二維)專業(yè)平臺通過二次開發(fā)來獲取虛擬

83、現(xiàn)實,另一種方法是使用3D(三維)或2.5D(2.5維)軟件作為開發(fā)平臺,比如Skyline等軟件。在本文中,我們將會使用不同的平臺作為載體,通常情況下Unity3D被看作是游戲開發(fā)軟件,也被認為是虛擬現(xiàn)實開發(fā)平臺。首先,在所要研究的區(qū)域采用了地理信息系統(tǒng)的分層方法,將研究的區(qū)域劃分為地形層、建筑層、傳輸層、植被層四個層次并通過GPS(全球定位系統(tǒng))測量得到地形層的原始數(shù)據(jù)。第二,所有與不同圖層相關的地理實體都通過AutoCAD和3ds

84、Max軟件來轉換為3D模型。第三,將3D模型輸入到Unity3D中,然后通過使用可視化編程語言編輯器中的Javascript語言進行編程,從而實現(xiàn)了游戲對象和場景。最后,場景通過被整合然后發(fā)布到網絡上。所研究的區(qū)域屬性數(shù)據(jù)由MySQL來進行存儲,通過外部接口與Unity游戲平臺來相連。訪客可以下載ActiveX控件瀏覽所研究的區(qū)域,這個場景每秒更新60次,使用者會潛意識地投入進去并立即沉浸在虛擬場景中進行自發(fā)的探索和觀</p>

85、;<p>  關鍵詞:虛擬顯示,Unity3D, GIS(地理信息系統(tǒng))</p><p><b>  引言</b></p><p>  虛擬現(xiàn)實(VR)是一種可以允許用戶與計算機模擬環(huán)境進行交互的技術,Michael Heim(1994)指出了虛擬現(xiàn)實的七種不同理念[1]:仿真、交互、人工、沉浸、遠程呈現(xiàn)、全身沉浸和網絡通信。 現(xiàn)如今,虛擬現(xiàn)實以其直觀的

86、視覺和操作簡單的特點廣泛應用于工業(yè)和公共服務領域。</p><p>  Unity3D是最著名的虛擬現(xiàn)實工具之一,是可以應用于跨平臺游戲開發(fā)的軟件?,F(xiàn)在除了Mac OSX,Unity3D可以完全支持WindowsXP / Vista / 7之外,Unity3D支持三種腳本語言:JavaScript,C#和一種叫Boo的Python語言。所有這三種腳本語言反應快速且可相互協(xié)作,并且還可以使用網絡圖書館,這些圖書館支

87、持數(shù)據(jù)庫、正則表達式、XML、數(shù)據(jù)檔案訪問以及互動。腳本經常被認為是受限的且很緩慢的,但在Unity3D中,腳本被編譯為原代碼,運行速度幾乎與C#語言一樣快。對于喜歡腳本語言的人來說,獲得快速的迭代時間和易操作性很容易。這三種語言在游戲開發(fā)項目中也可以混合使用.Unity3d還支持Windows平臺,C#,VB.net,VB6,Delphi等編程語言。 Unity3D游戲引擎和Unity3D開發(fā)環(huán)境都是高度集成的,因此它提供了非常強大的

88、可視化編輯器并提升了網絡語言級別。</p><p>  在本次的研究中,我們使用了Unity3D作為虛擬現(xiàn)實的開發(fā)平臺。 該研究區(qū)是中國河南省平頂山市城市建設學院的校區(qū),面積為1,066,667m 2,研究的范圍從北緯33°46'11“到北緯33°46'42”,東經113°10'52“到東經113°11'36“。</p><

89、;p><b>  框架和實現(xiàn)</b></p><p><b>  框架</b></p><p>  瀏覽器-服務器 基于VR框架,在研究的區(qū)域進行三層體系結構設計,包括3層:表示層、邏輯層和數(shù)據(jù)層[2]。</p><p>  表示層主要用于界面的顯示和實現(xiàn)用戶的查詢。</p><p>  2)

90、邏輯層由Web服務器和應用服務器組成的[3]。 邏輯層的工作流程如下:a)Web服務器接收瀏覽器發(fā)送用戶的Http請求; b)將請求傳遞給應用程序服務器; c)應用服務器將Http請求轉換為數(shù)據(jù)庫可以識別的語言; d)將請求發(fā)送到數(shù)據(jù)庫中去查詢; e)查詢完成后,查詢結果集將返回給應用程序服務器; f)應用服務器分析和處理結果集; g)通過網絡服務器將結果發(fā)送給網絡瀏覽器; h)從表示層下載用戶請求的三維場景文件; i)通過嵌入在瀏覽器

91、中的插件顯示虛擬三維場景。</p><p>  3)數(shù)據(jù)層包含相關的空間數(shù)據(jù)和屬性數(shù)據(jù),如DEM數(shù)據(jù)。</p><p><b>  B.實現(xiàn)</b></p><p>  在本研究中,采用地理信息系統(tǒng)的分層方法,將研究區(qū)劃分為地形層、建筑層、運輸層和植被層四個層次。 圖1顯示了研究區(qū)域的圖層細節(jié)。</p><p>  圖一

92、 研究區(qū)域各層次的詳細情況</p><p>  在虛擬現(xiàn)實系統(tǒng)中,二維地圖被用作3D(三維)場景中的基礎地圖來表達地理實體的三維位置信息。 3DsMax和其他軟件用于創(chuàng)建研究區(qū)域的三維特征模型。 三維模型需要添加紋理信息和屬性信息。 通過戶外作業(yè)收集的紋理信息可以真實反映地理實體的表面特征。 通過Photoshop等工具進行處理后,紋理信息將被導入3Ds Max以與模型集成。 將所有模型放置在地形圖層上,然后

93、結合地理位置和屬性信息生成完整的虛擬三維場景。 Unity3D用于編輯和優(yōu)化場景以創(chuàng)建逼真的環(huán)境并通過最大限度地減少數(shù)據(jù)量實現(xiàn)最佳的視覺顯示效果。</p><p>  總的來說,要做好兩件事:第一件事情是unity3D以外的工作,這包括模型、動畫、紋理、聲音和GUI圖形; 另一個是unity3D以內中的工作,比如色階調整、腳本、物理實體、材質、著色器和GUI。 圖2顯示了Unity3D以外要做的工作以及在unit

94、y3D中要做的工作。</p><p>  圖二 Unity3D之外要做的工作以及在其內要完成的工作</p><p>  在UNITY3D之外的工作</p><p><b>  A.數(shù)據(jù)收集</b></p><p>  在本次研究中,需要兩類數(shù)據(jù):空間數(shù)據(jù)和屬性數(shù)據(jù)。 數(shù)據(jù)分別來自三個來源:</p><

95、p>  ?通過GPS獲得地形圖的比例尺為1:500。</p><p>  ?研究區(qū)域的二維地圖,包括研究區(qū)域先前保存的建筑設計地圖和設計草圖。</p><p>  ?從不同角度拍攝的道路、草坪、樹木、公共設施、建筑物的紋理。</p><p><b>  建模</b></p><p>  建模是虛擬現(xiàn)實系統(tǒng)的重要組成

96、部分。建模系統(tǒng)的選擇決定了系統(tǒng)中將出現(xiàn)什么類型的幾何體。為了使虛擬現(xiàn)實系統(tǒng)取得成功,建模系統(tǒng)最好能夠在開發(fā)過程早期完成并準備就緒。建模的主要工具是3Ds Max和AutoCAD [4]。虛擬現(xiàn)實環(huán)境由道路、燈光、交通標志、樹木、建筑物等組成。建立精美復雜的模型,將每個真實物體置于虛擬場中,這是至關重要的。這需要精確的地理位置信息、屬性信息和地理實體模型才能獲得高質量的場景對象[5]。</p><p>  1)地形

97、層:首先確定地理實體的地形信息。由于情況不同,我們采取了不同的方法來獲取有關地形的信息。圖3顯示了獲取地形圖層模型的邏輯順序。隨著Google Earth的推廣和應用,它提供了許多高精度的圖像信息和正面圖信息。</p><p>  如果研究區(qū)域的圖像分辨率符合對地形的要求,我們可以使用名為Google SketchUp 6.0的工具直接從Google Earth獲取高分辨率的地形信息。在Google Sketch

98、Up 6.0的幫助下,研究區(qū)域的三維地形信息可以保存為.3ds格式,以便與3Ds Max進行互通。</p><p>  另外,如果圖像分辨率不能滿足需求,可以通過現(xiàn)場測量得到地形信息。在這項研究中,我們使用GPS來測量和獲得研究區(qū)的高分辨率地形信息。然后,將通過GPS獲得的數(shù)據(jù)(格式為.dat)導入到AutoCAD軟件中,以生成比例為1:500的地形圖。在AutoCAD中進行插值和擬合后,數(shù)據(jù)也會保存為.3ds格

99、式,以便與3Ds Max進行互通。</p><p>  傳輸層:當?shù)匦螆D層中的建模工作已經完成時,傳輸層中的道路和設施將根據(jù)地形圖層上的實際位置進行建模。同時,我們使用3ds Max中內置的腳本語言MaxScript進行編輯紋理、燈光、材質和其他實體屬性。傳輸層編輯工作的邏輯原理類似于地形層。</p><p>  圖三 獲取地形層模型的邏輯順序 </p><p&g

100、t;  2)建筑層:3D建筑模型在虛擬環(huán)境中非常重要。真實建筑的再現(xiàn)是最終視覺效果的一個重要方面,它影響了場景的真實性??梢暬9ぞ撸?Ds Max等)用于對建筑物進行建模。模型的原始數(shù)據(jù)來自建筑的施工設計圖。和地形層和傳輸層一樣,我們還需要在模型上粘貼紋理以顯示建筑物的真實外觀。紋理是通過建筑物表面不同角度的圖片來獲得的[6]。</p><p>  3)植被層:unity3D有一個強大的植被編輯器。該編輯器易

101、于使用,它是強大和自動的動畫(受風的影響等)。所以植被模型可以直接在Unity3D中添加。</p><p><b>  A.輸出</b></p><p>  建模完成后,3D模型將保存為.sbx的格式,以便與Unity3D兼容。動畫、紋理、腳本和聲音保存在Unity3D的文件中;它們在創(chuàng)建場景的過程中添加為新的游戲對象。</p><p>  在

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