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      Unity 기반 디지털 트윈을 위한 위성/OSM 건물 파이프라인의 통합 프레임워크 = A Connected Framework for a Satellite/OSM Building Pipeline for Digital Twins in Unity

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      https://www.riss.kr/link?id=A110099605

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      다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

      We present an end-to-end pipeline for deploying satellite/OSM-derived building footprints in real-time Unity. It integrates: (i) geometry refinement with area-aware RDP, orthogonal snapping, multipolygon normalization, and automatic fallback from LibTessDotNet to Poly2Tri; (ii) terrain alignment via edge sampling with bilinear interpolation plus a small foundation offset; and (iii) a runtime stack combining 1 km² tile streaming, projected-area LOD, GPU instancing/material unification, mesh combining, and culling. On SpaceNet and a Changwon patch, ablations reduce vertex count and the sliver-triangle ratio, eliminate self-intersections/gaps, lower vertex-height RMSE and max deviation, and raise 90-Hz satisfaction while reducing draw calls, VRAM, and tile-load latency—supporting a unified data–geometry–runtime approach for digital twins.
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      We present an end-to-end pipeline for deploying satellite/OSM-derived building footprints in real-time Unity. It integrates: (i) geometry refinement with area-aware RDP, orthogonal snapping, multipolygon normalization, and automatic fallback from LibT...

      We present an end-to-end pipeline for deploying satellite/OSM-derived building footprints in real-time Unity. It integrates: (i) geometry refinement with area-aware RDP, orthogonal snapping, multipolygon normalization, and automatic fallback from LibTessDotNet to Poly2Tri; (ii) terrain alignment via edge sampling with bilinear interpolation plus a small foundation offset; and (iii) a runtime stack combining 1 km² tile streaming, projected-area LOD, GPU instancing/material unification, mesh combining, and culling. On SpaceNet and a Changwon patch, ablations reduce vertex count and the sliver-triangle ratio, eliminate self-intersections/gaps, lower vertex-height RMSE and max deviation, and raise 90-Hz satisfaction while reducing draw calls, VRAM, and tile-load latency—supporting a unified data–geometry–runtime approach for digital twins.

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