VR-Optimized Flood Simulation Model
Budget: ₹1,500 – ₹12,500 INR
Objective: To process raw drone photogrammetry data into a high-fidelity, performance-optimized 3D environment suitable for real-time flood simulation on standalone VR hardware (Meta Quest 3S).
Scope of Work
Phase 1: Photogrammetry Processing (RealityCapture)
Data Ingestion: Import and analyze aerial drone imagery for coverage and quality.
High-Poly Reconstruction: Creation of a raw, high-fidelity mesh (20M+ polygons) to capture sub-centimeter terrain details.
Geometrical Filtering: Manual removal of static water surfaces and noise artifacts from the raw scan to prevent collision conflicts with dynamic flood simulations.
Phase 2: VR Optimisation & Retopology (Blender)
High-to-Low Poly Workflow: Conversion of the raw scan into a lightweight "Game-Ready" mesh.
Retopology: Creation of a clean, quad-based topology (Target: ~80k-100k polygons) using Quad Remesher to ensure artifact-free rendering on mobile VR processors.
UV Unwrapping: Efficient UV packing to maximize texture resolution while minimizing draw calls.
Phase 3: Texture Baking & Material Setup
Texture Reprojection: Transferring high-frequency details (cracks, rock surfaces) from the 20M polygon scan onto the 30k polygon VR mesh.
Map Generation: Baking of 4K Albedo (Color) and Normal Maps to simulate depth without the geometry cost.
Material Configuration: Setup of Unity URP (Universal Render Pipeline) materials using mobile-performant shaders.
Scope of Work
Phase 1: Photogrammetry Processing (RealityCapture)
Data Ingestion: Import and analyze aerial drone imagery for coverage and quality.
High-Poly Reconstruction: Creation of a raw, high-fidelity mesh (20M+ polygons) to capture sub-centimeter terrain details.
Geometrical Filtering: Manual removal of static water surfaces and noise artifacts from the raw scan to prevent collision conflicts with dynamic flood simulations.
Phase 2: VR Optimisation & Retopology (Blender)
High-to-Low Poly Workflow: Conversion of the raw scan into a lightweight "Game-Ready" mesh.
Retopology: Creation of a clean, quad-based topology (Target: ~80k-100k polygons) using Quad Remesher to ensure artifact-free rendering on mobile VR processors.
UV Unwrapping: Efficient UV packing to maximize texture resolution while minimizing draw calls.
Phase 3: Texture Baking & Material Setup
Texture Reprojection: Transferring high-frequency details (cracks, rock surfaces) from the 20M polygon scan onto the 30k polygon VR mesh.
Map Generation: Baking of 4K Albedo (Color) and Normal Maps to simulate depth without the geometry cost.
Material Configuration: Setup of Unity URP (Universal Render Pipeline) materials using mobile-performant shaders.
Related categories:
3D Rendering
3ds Max
3D Modelling
3D Animation
Game Development
Blender
Unity
Photogrammetry