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.