Hochschule für Architektur, Bau und Geomatik FHNW

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  • Vorschaubild
    Publikation
    Implementation and first evaluation of an indoor mapping application using smartphones and frameworks
    (2019) Hasler, Oliver; Blaser, Stefan; Nebiker, Stephan
    In this paper, we present the implementation of a smartphone-based indoor mobile mapping application based on an augmented reality (AR) framework and a subsequent performance evaluation in demanding indoor environments. The implementation runs on Android and iOS devices and demonstrates the great potential of smartphone-based 3D mobile mapping. The application includes several functionalities such as device tracking, coordinate, and distance measuring as well as capturing georeferenced imagery. We evaluate our prototype system by comparing measured points from the tracked device with ground control points in an indoor environment with two different campaigns. The first campaign consists of an open, one-way trajectory whereas the second campaign incorporates a loop closure. In the second campaign, the underlying AR framework successfully recognized the start location and correctly repositioned the device. Our results show that the absolute 3D accuracy of device tracking with a standard smartphone is around 1% of the travelled distance and that the local 3D accuracy reaches sub-decimetre level.
    04B - Beitrag Konferenzschrift
  • Vorschaubild
    Publikation
    Visualisation of Complex 3D City Models on Mobile Webbrowsers Using Cloud-Based Image Provisioning
    (Copernicus Publications, 2015) Christen, Martin; Nebiker, Stephan
    Rendering large city models with high polygon count and a vast amount of textures at interactive frame rates is a rather difficult to impossible task as it highly depends on the client hardware, which is often insufficient, even if out-of-core rendering techniques and level of detail approaches are used. Rendering complex city models on mobile devices is even more challenging. An approach of rendering and caching very large city models in the cloud using ray-tracing based image provisioning is introduced. This allows rendering large scenes efficiently, including on mobile devices. With this approach, it is possible to render cities with nearly unlimited number of polygons and textures.
    01A - Beitrag in wissenschaftlicher Zeitschrift