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Week 10/FINAL

       To finish up the 3D view I got AB's unreal file that has his Gaussian splats. in order for it to run I had to install the same version of UE5, the luma AI plug-in, as well as the Cesium for Unreal plugin. after I was able to open the file I tested the first-person controls. in the original file, the first-person character does not spawn so I duplicated the level and added a player start, then it spawned normally. then I enabled the pixel streaming plug-ins and updated the SDK driver to match the UE5.3 requirements.     N ext, I built touchscreen controls, under the miscellaneous tab when you right-click the unreal library there's a blueprint for the touchscreen, once I added that I used the basic joystick icons, this took a little bit of guesswork as you have to position icons based of off pixel coordinates, but both joysticks are roughly 135 x and - 135 y and vice versa so they sit in the bottom two corners of the screen. to make them functional you have to assign the i
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Week 9/10

      This week we added the HTML5 link to the website just to test if this method would work, the file runs on other laptops and Android tablets as long as the device has downloaded and opened the file at least once so it can recognize the directory, but it does not work on ipads so we're going to use Jasmines tablet for the final presentation instead.      We might switch to the other method of unreal for web, Pixel streaming if we can get it running as AB's files are in UE5. So, Im trying to test and see if I can get pixel streaming running. First things first my laptop can't package UE5 projects, which seems to be a common bug a lot of users are getting. This issue can be fixed by installing Visual Studio then in the unreal project change the source code editor under editor preferences to the newset version of Visual Studio that you have, this should fix the issue. this video can explain how to set up visual studio for Unreal in more depth.  Once the packaging issue is

week 8/9

       This week I've been looking at getting an unreal project onto a web browser, and I've found three ways of doing so.      The first requires UE4.23 and can run Firefox. In UE4 you can package the project as an HTML5 file     Once packaged the file can be hosted from a local web server, the webpage displays the unreal viewport as a window in the center of the screen (with an optional full-screen mode) and is interactive. the output looks something like this, once each of the code files are organized into a server you can click the project connected to a webpage and it should open to a blank web page with a small window showing the unreal engine viewer.  Once you have the HTML file you can open the html5launchhelper, from there copy the local host settings, and paste it into your browser, after that you'll see the same file directory on the webpage, click the packaged project file to run it and you'll have an unreal file that runs through the web.  it should look li

week 7/8

      The main issue we've been dealing with is connecting our Google map to a 3D view. The map does not have the same features as a Google Map as it is sort of an offshoot of Google Maps, so it has no navigation feature. additionally, the issue Jasmine has noticed is the lack of customization in the programming, she can't edit the code of the map in order to make the locations into buttons which can then be connected to the code for the 3D application.      Professor Diefenbach helped us find documentation for click events, by adding a listener to the map icons, so when an icon is clicked, there is a way to communicate that information to the 3D app. The event listen will execute code upon detecting a click, that can manipulate the 3D location, so in this instance, it will change the coordinates used in the "fly to" command. Documentation on click events here . The addition of this code requires an API key, which is explained here . since we are using the information

6/7

       Cesium is officially on the webpage! these are the new issues we are tackling: Cesium textures. right now the 3D map is grey, which isn't very helpful

week 5/6

      S o week 5 just wrapped up, Jasmine has the website built, but it's not live yet and so far there's no 3D navigation. Its looks like NeRFs are a no-go, so we've decided that adding a sub-screen on the main navigation that will show a 3D view along with the map.  rough thumbnail     for the 3D/realistic view I've been looking and CesiumJS, there's a tutorial on how to embed a Cesium widget onto a webpage that looks promising. ideally, the cesium widget would be connected to the Google Maps data, allowing the user to click on a location and get a view of what that area looks like. This should be achievable through cesium 3D tiles Cesium does not have a built-in street view, but I believe the effect we're looking for will be achievable with the "fly to location" option.  Alternately, google has documentation for a duel view map that shows the standard map format alongside Google Streetview. this option may be quicker as the code is already built and

Week 4/5

       This week Nikki split the map-making with me. were using custom maps on Google Maps, and attached each to a webpage that's navigated through different icons. through a base map Nikki made I created a map for healthcare, LGBTQ+, Meals, and legal services.      We also need to find an alternative to the NeRF displays, google does not support obj or fbx files(yet, google maps announced the use of NeRFS in navigation as early as February 8th), it does however allow for video and jpegs. with high-quality NeRFs we could create an mp4 of the environment, this would negate the interactive element. I think a feasible alternative to NeRFs would be an equirectangular/HDRI sphere, so when the user clicks on the location, they get a one-point view that they can scroll through, this keeps the navigation interactive. The issue with this is I don't know if Google will recognize an HDRI map as an equirectangular even if it's a jpeg.      I found a tutorial on embedding 3D models in a