This project extends our hybridphotogrammetry + 3D Gaussian Splattingreconstruction pipeline into a product that runs inside Unreal Engine. A reconstructed site is not just something to look at: it becomes a level that dynamic objects, sensors and data capture tasks run inside.
IAGaussianRenderertargets Unreal Engine 5.8 and loads standard 3DGS.plyfiles and ordinary coloured point clouds directly. It connects reconstruction output to UE scenes, Blueprints and our data pipeline, so a real site can be used for digital twins, failure reproduction, algorithm training and closed-loop evaluation.
What it looks like
Real-time walkthrough of a reconstructed Gaussian scene:
Real-time walkthrough of a 3D Gaussian reconstruction
The comparisons below are from a public benchmark. Left is the real photograph, right is the IAGaussianRenderer output in UE 5.8. Top row is the best view, bottom row the median view.
Truck scene: best view24.77 dB, median view22.44 dB.
Train scene: best view27.32 dB, median view21.47 dB.
Measured quality
Validated on theTruckandTrainscenes of the Tanks and Temples dataset, using the pretrained models released by INRIA. Every registered COLMAP camera pose is rendered at the source photograph's resolution and compared against its paired image. All figures are means overallviews, with no cherry-picking.
| Metric | Truck (mean of 251 views) | Train (mean of 301 views) | Better |
|---|---|---|---|
| PSNR | 22.4547 dB | 21.4530 dB | Higher |
| SSIM | 0.7982 | 0.7946 | Higher |
| LPIPS (AlexNet) | 0.1228 | 0.1770 | Lower |
| LPIPS (VGG) | 0.2066 | 0.2582 | Lower |
These are per-view paired metrics computed the same way as the figures reported in the 3DGS literature, so they can be compared directly.
Where the quality falls down
A single best view says very little. We publish the low scorers too. Truck ranges from 24.77 dB at its best view to13.14 dBat its worst; Train from 27.32 dB down to13.03 dB.
The worst views share three causes: insufficient training-view coverage of that region, strong exposure differences between the source photographs, and locally unresolved geometry. All three are addressable at capture time, which is why we surface them rather than hide them.
Where it fits
Teams that need a specific real location inside their simulator: a customer site where the robot keeps failing, an intersection the fleet handles badly, a facility that cannot be visited repeatedly. Reconstruction turns one capture session into an environment the team can re-enter indefinitely, with sensors and dynamic objects added on top.
Deliverables
- Capture planning for the site, sized to the quality target
- The reconstructed scene as a 3DGS asset plus the UE 5.8 plugin to load it
- A per-view quality report covering all registered views, not a selected subset
- Integration into the simulation level and data capture pipeline
Talk to us
Tell us the site you need reproduced and the fidelity your task requires, and we will scope the capture and reconstruction work.
