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Ai3D Realtime Projects Brisbane and Melbourne


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Hi Everyone

 

I thought it would be a good time to showcase our work with Unigine as we tend to be very quiet about what we do as many projects are under confidentiality agreement.

 

So here is a folio of Ai3D work thanks to the talents of Nat, Troy, Danni, Phil, Grant, Nano and myself.

 

This first tram light rail project is a full detailed 14km long stretch of tram lines through full Urban landscape on a terrain background of about 100km by 100km. About 2000 buildings. 14 articulated trams moving the circuit.

 

I will keep adding some more projects over the next few days.

 

Steve

brodie@ai3d.com.au

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An amazing Public art project we did in 2009 assisting with design, modelling and realtime simulation, Kaust Beacon and Breakwater. Its taller that the statue part of the Statue of Liberty. Some links to images of the completed/in construction project included. Unfortunately, though we contributed significantly to the design and constructability, our contribution went vastly uncredited.

 

Completed project

http://static.worldarchitecturenews.com/news_images/12407_1_saudi%20beacon1big.JPG

http://www.detail.de/Db/DbFiles/galerie_fotos/4238/foto_gross

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This project was a highrise in the Gold Coast, done about 2.5 years ago. We coded it so that you could type in a room number and balcony and the camera would teleport you to that balcony for a view analysis. The background terrain ended up at about 200km by 200km at low mesh density.

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A very complex road project involving a double layered tunnel. In addition to providing animation, realtime and still images, we also created schematic styled construction methodology graphics, that could be cycled through by stage in realtime.

 

I will add some more images for this project over the next few days, when i find them.

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Hi Ulf

 

Thanks, any praise from yourself is greatly appreciated as we are big fans of your work.

 

 

Hi steve3d, some of our scenes contain 3000+ cars animated on splines. We craftily try to avoid collisions by having traffic lights in only one state. We are still working on traffic light issues using triggers, but i suspect that the logic will explode on anything bigger that about 100 to 200 cars. We do have an interest in looking at importing Paramics data if the engineer has performed the analysis as this should result it "real world" traffic movement.

We are also really keen to get some sort of Ai system working for crowd control using pathfinding or something similar, such as http://www.ekione.com/

 

We are always keen to codevelop such systems with other studios as we dont really have the resources internally to do it all ourselves.

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An amazing Public art project we did in 2009 assisting with design, modelling and realtime simulation, Kaust Beacon and Breakwater. Its taller that the statue part of the Statue of Liberty. Some links to images of the completed/in construction project included. Unfortunately, though we contributed significantly to the design and constructability, our contribution went vastly uncredited.

 

Completed project

http://static.worlda...0beacon1big.JPG

http://www.detail.de...4238/foto_gross

http://2.bp.blogspot...00/IMGP8306.JPG

It's nice to see the project completed, I've seen only early screenshots before.

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BTW, do your latest projects profit from UNIGINE double precision support ? Based on your large database sizes and our discussions (coord/animation jittering etc) things now should be much more easier for you

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Hi Ulf... We are still doing our current project using a version of the engine from January this year so we are yet to benefit from the floating camera/double precision however some of our projects were pushing the limits of what was possible without it. We are currently porting our improvements over to a newer version of the engine (I am very interested in knowing which new tools are going into the editor as early as possible I know what to work on and what to drop). It this stage we could be using it early next year which of course means it's probably going to be another 2 years before any of you get to see any of it.

 

@steve -- Wow looking at these makes me realise how much the visual quality of our output has improved in the last two years. The real vs our model photo is awesome -- :) we should do a few more of those for promotion.

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Hi Steve, excellent work! this is very similar in a way to the type of scenery we are building in our Rail Sim projects. (We are an Adelaide based company, so its good to see another Aussie company using Unigine)

 

I just had a couple of questions as to how you are achieving some things: You say one of your scenes is 100k x 100k.. did you use the terrain system for this? if so i am interested in what sized tiles you used, what resolution and step size.

 

We are planning to attempt scenes on a magnitude way larger than this, potentially thousands of KM long, and we are wondering hoe Unigine is going to handle sio much terrain Data.

 

 

Thanks

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We are generally not using the terrain system at the stage and using purely mesh, as I put Terrain on hold until there was a mirroring option for diffuse maps (im not sure if this has been done yet). I have been building Unigine terrain tiles in prep for this. As for 1000km we have contemplated this and pretty sure we can do it.

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  • 1 month later...
Congrutilation, good job! Over 60 completed projects, how will we see it or they are confindence ?

 

"Ai3D has completed many other complex projects with UNIGINE, but as they are still under confidentiality agreements, we are unable to display them at this time."

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  • 9 months later...
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