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Wingspan

A LiDAR data environment built for labeling and classifying point clouds

Current Progress

Instructions

The InitSystem.cs script is where the LiDAR point cloud is called as a TXT file (from the StreamingAssets folder), so this will need to be modified for any new point clouds, including the way each point cloud is centered in the scene.

  • Make a method to auto-center point clouds
  • Get it working in VR
  • Test performance against regular Unity scene

VR Mode works!! (screencapture is bad)

Dependencies

Unity's ECS (Entity Component System) that is part of their DOTS (Data-Oriented Technology Stack).

Rendering Optimization Notes

Within the Unity GameEngine there are several pipelines and workflows designed to optimize various graphical effects and behaviors. Some are designed to reduce the amount of data that is attached directly to each GameObject, while others find ways to reduce the graphical complexity of each GameObject in the scene. Below is the testing that was done to determine the initial workflow for rendering point clouds.

02/25/2023 - Testing Notes

Based on this example, Sprites are useful for regular GameObjet rendering, as well as Particle System rendering, although Cubes seem to outperform Sprites when using the ECS.


Errors

One of the primary issues is that when using BurstCompiler, you can't use any Managed Methods, meaning things like script that reads a file, or even that calls to a GameObject in order to get values from it, cannot be compiled. They might work in the Editor, but will fail when you try to Build.

StringReader I've tried several workarounds, including reading the file in a regular MonoBehavior file, and then scheduling an IJob that passes the ISharedDataComponent to the ISystem. So far no luck. I also tried adding another Method to the Burst that could be called from MonoBehavior (see below), but again no luck

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A LiDAR data environment built for Power Grid modeling and analysis

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