Photogrammetry Beach

Photogrammetry Experiments 2014 (Unity 5.x)

This project began as an experiment with Photogrammetry, initially using shots from our yards and office parking lot. When a major Unity partner took interest in our results, we convinced them that we could build an ultra realistic scene for their mobile chipset. We eventually focused on the Washington coast for its unique beauty.

First, we built a working DX11 version of the project -- then ported it to a high-end mobile device running alpha OpenGL ES 3.1 plus extensions. We achieved real-time lighting and shadows, dynamic time of day, a dynamic waterline with wave reflection, and 
advanced techniques like dynamic tessellation and real-time
GI bounced light.
 

Rialto-Set-up (1)
Rialto-Set-up (1)
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RockWall_Test_Unity_02
RockWall_Test_Unity_02
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Log_Photoscan-a
Log_Photoscan-a
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Log_Photoscan-c
Log_Photoscan-c
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Tide_Beach
Tide_Beach
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Seastars_Conforming
Seastars_Conforming
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Driftwood
Driftwood
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Thanksgiving_02
Thanksgiving_02
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Thanksgiving_01
Thanksgiving_01
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PROJECT CONTENT CREDITS: 

Beau FolsomCraig Blum | Pete Moss | Andrew Maneri | Derek Shiu | Ryan Watkins