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Lidar-Based Real-Time Mapping for Digital Twin Development

机译:基于LIDAR的数字双胞胎开发的实时映射

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摘要

Game engines are effective in generating and visualizing digital twins of urban environment in real time. However, current game engines are not built to handle the influx of real time data streams from a diverse array of IoT devices, nor can they render a real-time dynamic mesh streamed from a scanning device such as a Light Detection and Ranging (LIDAR) system. In this paper, a combination of pre-processing and post-processing techniques are considered in variably processed batches of point-cloud data. Additionally, we propose a quantitative error analysis for points generated on our experimental aerial mapping platform, as well as an analysis for the accuracy improvement after post-processing. Experimental results show that the proposed rendering algorithm and post-processing could enable a game engine to efficiently generate a highly accurate digital twin of urban environment.
机译:游戏发动机在实时地生成和可视化城市环境的数字双胞胎。 然而,目前的游戏引擎未被构建以处理来自不同的IOT设备阵列的实时数据流的流入,也不能渲染从扫描设备(例如光检测和测距(LIDAR)流中流的实时动态网格 系统。 在本文中,在可变地处理的批量云数据中考虑了预处理和后处理技术的组合。 此外,我们提出了在我们的实验空中测绘平台上产生的点的定量误差分析,以及分析后处理后的准确性改善。 实验结果表明,建议的渲染算法和后处理可以使游戏引擎有效地产生高度准确的城市环境数字双胞胎。

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