The Possibilities of Bim Quality Control in the Game Development Environment

dc.contributor.authorVolařík, Tomášcs
dc.contributor.authorKuruc, Michalcs
dc.contributor.authorKratochvíl, Richardcs
dc.contributor.authorVystavěl, Ondřejcs
dc.coverage.issue5cs
dc.coverage.volume46cs
dc.date.accessioned2023-02-10T07:55:23Z
dc.date.available2023-02-10T07:55:23Z
dc.date.issued2022-02-07cs
dc.description.abstractThe quality control of the BIM model to be delivered is one of the most important steps in the process of information modelling. Quality control can take place on several levels. First of all, it is a control of geometric parameters, especially a control of the relative accuracy of the resulting model with respect to the modelled real object. Another type of quality control can be a check of the completeness of the model, whether the resulting model contains all the elements that are to be included in the model according to the requirements. MEP equipment such as fire extinguishers, for example, is a substantial content of BIM models. This may also be related to the required level of LOD, e.g. whether these elements are modelled with the required level of detail. Furthermore, the visual properties of the individual elements can be checked, for example whether the surface finish of the wall corresponds to reality. Subsequently, database and descriptive information of individual elements should be checked, such as technical parameters of various items of technical equipment of MEP content. This article describes variants of the publication of a building information model for the purposes of BIM model quality control. The procedure of creating the final application in the game development environment Unreal Engine (Epic Games) is described on the example of a BIM model of a historical building from the middle of the 19th century.en
dc.formattextcs
dc.format.extent239-243cs
dc.format.mimetypeapplication/pdfcs
dc.identifier.citationInternational Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences. 2022, vol. 46, issue 5, p. 239-243.en
dc.identifier.doi10.5194/isprs-archives-XLVI-5-W1-2022-239-2022cs
dc.identifier.issn1682-1750cs
dc.identifier.other177526cs
dc.identifier.urihttp://hdl.handle.net/11012/204704
dc.language.isoencs
dc.publisherISPRScs
dc.relation.ispartofInternational Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciencescs
dc.relation.urihttps://www.int-arch-photogramm-remote-sens-spatial-inf-sci.net/XLVI-5-W1-2022/239/2022/cs
dc.rightsCreative Commons Attribution 4.0 Internationalcs
dc.rights.accessopenAccesscs
dc.rights.sherpahttp://www.sherpa.ac.uk/romeo/issn/1682-1750/cs
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/cs
dc.subjectheritage building information modelling (HBIM)en
dc.subjectlaser scanningen
dc.subjectquality controlen
dc.subjectas-built documentationen
dc.subjectvisualizationen
dc.titleThe Possibilities of Bim Quality Control in the Game Development Environmenten
dc.type.driverconferenceObjecten
dc.type.statusPeer-revieweden
dc.type.versionpublishedVersionen
sync.item.dbidVAV-177526en
sync.item.dbtypeVAVen
sync.item.insts2023.02.10 12:52:37en
sync.item.modts2023.02.10 12:14:29en
thesis.grantorVysoké učení technické v Brně. Fakulta stavební. Ústav geodéziecs
Files
Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
isprsarchivesXLVI5W120222392022.pdf
Size:
5.51 MB
Format:
Adobe Portable Document Format
Description:
isprsarchivesXLVI5W120222392022.pdf
Collections