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Data creation with UC-win/Road Ver.12 (64 bit version)
UC-win/Road Ver. 12 is now available in 64 bit PC for the first time. The memory available in the existing 32 bit version was limited to about 4 GB (in substance about 3 GB). This is the reason why users had to create in some degree rough texture when creating a vast terrain and roads over 100 km in order not to use more than 3 GB of memory.
The 64 bit support enables users to utilize PC memory at a maximum and to create a vast VR environment in detail with high definition textures. Here is an example.

Fig. 1 Data creation range
 Creating a vast terrain and long roads
This is an example of one vast terrain ranges from Kanto area to Kansai area. The terrain is 500 km east and west, and 90 km south and north. Within the terrain, landscapes of Tokyo (Shinagawa), Nagoya, Osaka, Kobe where FORUM8 has offices are compounded, and each area is connected by highways. The total length of the road is more than 600 km, which is out of memory of the existing UC-win/Road even at the time of the road creation.

Fig. 2 A long road

In each area in the terrain, sample data of landscape around the FORUM8 offices is compounded, and you can run simulations as usual.

画像をクリックすると大きな画像が表示されます。 画像をクリックすると大きな画像が表示されます。
Fig. 3-1 Tokyo head office Fig. 3-2 Nagoya showroom
画像をクリックすると大きな画像が表示されます。 画像をクリックすると大きな画像が表示されます。
Fig. 3-3 Osaka office Fig. 3-4 Kobe laboratory
 Using a lot of high-resolution textures

Building cloud server
Resolution of intersection texture in UC-win/Road is 1024 pixel by default, and 2048 pixel when creating in high accuracy. Although the upper limit is 4096 pixel, intersection in 4096 pixel cannot be made so much because the data of a vast detailed terrain is easy to be the memory shortage as well as affects the data capacity. In 64 bit version, users can use high resolution textures without worrying about memory, and quality of appearance will be guaranteed even at large intersections.
It is not possible to generate a texture more than 4096 pixel on the texture editor screen, but textures of 8192 pixel is available by converting an intersection to a 3D model.

Fig. 4 Appearance comparison of a large intersection.
Left: 2048 pixel / Right: 4096 pixel

High-resolution section texture
Road textures and textures used for road sections like guardrails and sound insulation walls are usually set to repeat 1 to 2 meter square textures or 4 to 10 meter vertical (horizontal) textures. However, some texture patterns may cause a feeling of strangeness by being able to be recognized as the same texture repetition. In that case, the appearance will be more natural by pasting a very long texture of 60 to 100 meter long that does not repeat the same pattern.
Quite a high-resolution image is required to keep the accuracy of appearance, and the 64 bit version can support this without any problems.

Fig. 5 One texture of a 64 m sound insulation wall
(1024 x 16384 pixel)

Other textures
High resolution textures are often used for terrain textures, aerial photos, sky domes in addition to intersections and sections. In the case of sky domes, a very detailed and delicate starry sky like the image below can be drawn by creating a texture of 16384 pixel.

Fig. 6 A starry sky dome of 16384 pixel
Besides texture, the 64 bit version has a good influence also on model processing. Users can create the VR space in detail without worrying about the memory limit when they arrange a lot of models over a wide range or use many models with very large number of polygons. The following image is an example that high-precision harbor models are arranged in a city model with a lot of buildings.
It consists of 200 buildings with textures, 1,200 buildings without textures, a petroleum plant of 20,000 polygons, containers and cranes of 12,000 polygons, and a ship of 90,000 polygons.

Fig. 7 High resolution models and detailed creation of a wide range

In addition, larger data is available when loading external data such as terrain detail mesh or analysis results of flood and tsunami analysis. A wide variety of expressions are possible by running longer analysis simulations and applying detailed terrains like 5 m mesh. Elimination of the limitation of the number of point clouds up to 70 million enables a point cloud drawing in a wide range.

Fig. 8 Left: 50 m mesh terrain / Right: 5 m mesh applied to a wide range

Additional Information
Thus, with no memory limitation, users can create free and magnificent VR data. With this 64 bit support of UC-win/Road, we recommend you to create larger or more detailed data by utilizing the characteristic of rich memory.

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