CityEngine combined with Unity and a tablet – iOS requires a developers account, Android simple needs the 30 days Unity trial – allows city wide models to run with a touch based interface.
Urban Ball – CityEngine and Unity on iOS
We have used our recent work on Unity and Agent Based modelling to create a simple app called ‘Urban Ball’. Development time so far is around a couple of days so the route from city modelling through to iOS app is remarkably short. Via some tweaked physics and a touch interface linked to a to a ball (the target) we have a simple agent based model on the iPad.
The movie below shows the app so far:
The Vuforia AR Extension for Unity allows developers to build AR apps using the cross-platform game engine – Unity. Working with both the free and pro versions of Unity, Vuforia is not only free it is also one of the best out there in terms of tracking and image based tagging.
Table Top AR City
Running on either iOS/Android or direct via a webcam it allows the integration of other Unity assets into scenes. As such you can create a table top digital city complete with agents all linked to an image based marker and running as a native iOS app:
We will be exploring this further over coming weeks, it opens up a lot of possibilities for augmenting city models (and office desks) with urban data visualisations via custom made iOS/Android apps….
Combining simple agent based models with physics objects and rendering techniques in a game engine has potential for city wide 3D urban modelling. Traditional techniques often use JAVA based solutions or custom written toolkits with researchers developing their own models. With recent advances in procedural modelling and game engine technology, with the move to real time data feeds and advanced physics engines, there is notable potential.
Trail Render in Unity
Yesterday’s post on ‘Shortest Path Modelling and NavMesh in Unity and CityEngine‘ explored a simple target/navmesh approach. If you add physics to the target and use the ‘trail rendering’ effects of Unity you can create a dynamic scene with the paths of the agents traced. It is of course exploratory, but the possibilities are intriguing:
The Trail Renderer is simply used to make trails behind objects in the scene as they move about – with the addition of physics the ball reacts to the mesh and the agents are continuously calculating a shortest path. This is computationally intensive so a question remains on the number of agents Unity can handle in a single simulation, we will be exploring this over the coming weeks.
Shortest path network analysis, pedestrian modelling and moving agents around complex city scenes has always been a specialised domain. As regular readers will know we have always taken the view that game engines are arguably better suited to agent based modelling – especially in terms of pedestrian and transport than more traditional packages.
Agents in Unity
With a mix of Unity NavMesh and some simple Javascript it is possible to create a city wide navigation mesh. Below is out first example using agents to follow a target (viewable in 1080p):
We will be exploring this further over coming weeks…
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