Virtual Fieldwork in Immersive Environments using Game Engines
Armin Bernstetter, Tom Kwasnitschka, Jens Karstens, Markus Schlüter, Isabella Peters
TL;DR
The paper presents a Virtual Fieldwork Tool (VFT) built in Unreal Engine 5.3 and deployed in the ARENA2 immersive dome to support collaborative, immersive analysis of seafloor datasets. It integrates georeferenced photogrammetry and hydroacoustic models via Cesium for Unreal and multi-display UE rendering, providing intuitive measurement tools such as distance, strike/dip, and clipping with JSON export. Three real-world use cases (Kolumbo, Mothra, Niua South) demonstrate the system's capabilities across scales and data origins, highlighting benefits for interpretation and collaboration as well as limitations in data variability and workflow integration. The work argues that immersive geoscience visualization can complement traditional GIS workflows and outlines concrete future enhancements for broader adoption and education.
Abstract
Fieldwork still is the first and foremost source of insight in many disciplines of the geosciences. Virtual fieldwork is an approach meant to enable scientists trained in fieldwork to apply these skills to a virtual representation of outcrops that are inaccessible to humans e.g. due to being located on the seafloor. For this purpose we develop a virtual fieldwork software in the game engine and 3D creation tool Unreal Engine. This software is developed specifically for a large, spatially immersive environment as well as virtual reality using head-mounted displays. It contains multiple options for quantitative measurements of visualized 3D model data. We visualize three distinct real-world datasets gathered by different photogrammetric and bathymetric methods as use cases and gather initial feedback from domain experts.
