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VR / Mesh Processing / 3D Reconstruction / Computer Graphics2025Research Project

Interactive Geometry Processing in VR

A Unity VR experience that turns LiDAR scans into lightweight 3D buildings and lets players cut virtual objects naturally with a sword.

UnityVRLiDAROpen3DMesh Processing
Preview of Interactive Geometry Processing in VR

Results

Visual metrics

Source scan

25M+ points

The original Luminy LiDAR tile before filtering

Building data

70K-80K points

Typical isolated point cloud used for one building

Unity-ready model

2K-5K faces

Simplified range used to keep the scene responsive

Cut repair time

~3 ms

Fast radial method on a boundary of about 50 points

Technical snapshot

Quick facts

Goal

From real-world scans to interactive VR geometry

Role

Geometry processing and Unity VR implementation

Duration

8-week Master GIG project, 2026

Stack

Python, Open3D, CloudCompare, Unity

Dataset

IGN LiDAR HD data from the Luminy area

Output

Reconstructed building and VR slicing demo

Status

Research Project

Case study

Overview

Problem

LiDAR data contains millions of separate points rather than ready-to-use surfaces, so it is too heavy and incomplete for direct use in Unity. At the same time, many games only play a prepared cutting animation, meaning an object always breaks in the same way regardless of how the player swings the tool.

Goal

Turn large sets of scanned points into usable 3D models, then create a convincing VR cutting interaction that follows the position and angle chosen by the player.

Method

The team filtered IGN LiDAR data to isolate buildings, joined nearby points into surfaces, repaired missing areas and simplified each model for real-time display. In Unity, a dynamic cutting system divides an object along the player's movement and rebuilds the newly exposed interior with colored layers.

Result

The project produced a recognizable low-poly building from real Luminy scan data and an interactive VR demonstration where objects split into two parts without noticeable delay. A faster method for rebuilding the cut interior reduced a representative calculation from 2.7 seconds to about 3 milliseconds.

Technical foundation

Technology stack

Data

IGN LiDAR HDCloudCompare

Geometry

PythonOpen3DBall Pivoting

Runtime

UnityC#VR

Interaction

Dynamic Mesh SlicerVolumetric Mesh

Evolution

Research timeline

  1. 2026

    LiDAR reconstruction

    Filtered the Luminy dataset and turned building point clouds into repaired, simplified surfaces.

  2. 2026

    Dynamic mesh cutting

    Connected the player's sword movement to a cut that divides the actual geometry in real time.

  3. 2026

    VR demonstration

    Combined the reconstructed building and slicing system in an explorable Unity environment.

Comparison

From real building to reconstructed geometry

The real Luminy building used as a visual reference and the lightweight 3D model reconstructed from its LiDAR scan for use in Unity.

Real-world building
Real-world building
Reconstructed 3D model
Reconstructed 3D model

Process

Project pipeline

01

Collect LiDAR data

Start with a large IGN scan made of millions of points representing terrain, trees and buildings.

Input

02

Isolate each building

Filter the scan and separate useful building points from the surrounding environment.

Preparation

03

Build and repair surfaces

Connect the points into visible surfaces, close small gaps and correct incorrectly facing areas.

Reconstruction

04

Prepare for Unity

Reduce the number of faces so the reconstructed building remains recognizable but runs smoothly in VR.

Optimization

05

Cut objects in VR

Use the sword movement to define the real position and angle of each cut instead of playing a fixed animation.

Interaction

06

Rebuild the interior

Close the cut immediately and add colored inner layers before displaying the two resulting objects.

Output

Project evidence

Media gallery

video

Interactive VR Geometry Demonstration

01

Project demonstration showing the reconstructed environment and real-time geometry interactions in Unity VR.

image

Volumetric Mesh in Unity

02
Volumetric Mesh in Unity

The reconstructed interior layers shown after an object is cut in the VR experience.

3D model

Reconstructed Luminy Building

03
Loading 3D viewer

Model slot for a Unity-ready building reconstructed from IGN LiDAR data.

Implementation detail

Technical notes

  • The reconstruction starts from classified LiDAR data, which makes it easier to separate buildings from terrain and vegetation.
  • The generated building is simplified before import because raw scan geometry is too heavy for a responsive VR scene.
  • Each sword movement creates a different cut based on the player's chosen position and angle.
  • The new interior is divided into colored layers to make the volume of the cut object easy to understand.
  • The fast interior-filling method currently works best on closed, convex objects.
  • Future work includes more reliable surface orientation and support for more complex, non-convex shapes.

Knowledge base

References

References

Resources