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UID:pretalx-foss4g-2026-RP9FQJ@talks.osgeo.org
DTSTART;TZID=JST:20260901T130000
DTEND;TZID=JST:20260901T133000
DESCRIPTION:Problem Statement\nOpen 3D city model datasets are becoming inc
 reasingly available worldwide through standards such as CityGML. In Japan\
 , the Ministry of Land\, Infrastructure\, Transport and Tourism (MLIT) has
  released Project PLATEAU\, one of the largest national open 3D city model
  initiatives\, covering over 200 municipalities with building\, terrain\, 
 vegetation\, and infrastructure data at multiple Levels of Detail. However
 \, while PLATEAU provides official SDKs for proprietary game engines (Unit
 y\, Unreal Engine)\, no documented workflow exists for integrating PLATEAU
  data into open-source interactive environments. More broadly\, the geospa
 tial community lacks a fully documented\, reproducible pipeline for transf
 orming CityGML data into lightweight\, interactive 3D applications suitabl
 e for deployment on low-specification hardware typically found in schools 
 or community centres where participatory planning workshops take place.\n\
 nThis paper presents and evaluates a complete open-source pipeline from Ci
 tyGML acquisition to interactive real-time 3D environment\, using exclusiv
 ely free and open-source software: Blender for geospatial data processing 
 and 3D optimisation\, and the Godot Engine for real-time rendering and int
 eraction. We validate this pipeline through deployment in a participatory 
 urban design workshop with elementary school students in Yokohama\, Japan.
 \n\nPipeline Architecture\nThe pipeline comprises four stages.\nStage 1: D
 ata Acquisition. CityGML data for the target site (Takashima Central Park\
 , Minato Mirai\, Yokohama\; approximately 113 m x 159 m) was downloaded fr
 om PLATEAU's open data portal\, including buildings\, terrain\, vegetation
 \, and infrastructure at LOD1 and LOD2. The LOD selection involves a criti
 cal trade-off: LOD2 provides roof shapes and facade detail but substantial
 ly increases polygon count. A selective strategy was adopted\, retaining L
 OD2 for buildings within the workshop perimeter and simplified representat
 ions for surrounding context.\n\nStage 2: Conversion and Optimisation in B
 lender. CityGML data was converted to Blender-compatible formats (FBX\, gl
 TF). This stage involved coordinate reference system alignment\, geometric
  cleaning (degenerate faces\, inverted normals\, non-manifold geometries)\
 , mesh simplification balancing fidelity with rendering performance\, sema
 ntic layer structuring (terrain\, buildings\, vegetation\, public space)\,
  and removal of elements beyond the perimeter. The processed model was exp
 orted in glTF to preserve coordinate alignment with the Godot engine.\n\nS
 tage 3: Integration in Godot. The optimised model was imported into the Go
 dot Engine (version 4.x). A critical step at this stage was the automatic 
 generation of collision shapes for all CityGML-derived meshes (buildings\,
  terrain\, infrastructure)\, a requirement absent from GIS workflows but e
 ssential for game engine navigation: without collision data\, the first-pe
 rson character controller would pass through walls and terrain. A custom p
 lugin system was then developed\, comprising: a drag-and-drop asset placem
 ent interface sourcing 94 curated 3D objects from the Kenney asset library
  (CC0 licence) across six functional categories\; a first-person character
  controller for pedestrian-scale navigation over the collision-enabled env
 ironment\; and an embedded GDScript-based logging system that records ever
 y placed asset's identifier\, category\, position (X\, Z)\, and bounding-b
 ox volume as CSV files suitable for post-hoc geospatial analysis.\n\nStage
  4: Deployment. The environment was packaged as a standalone Godot project
  deployable on standard educational PCs without dedicated graphics hardwar
 e\, requiring stable frame rates and responsive interaction under classroo
 m conditions.\n\nTechnical Challenges\nThe CityGML-to-game-engine conversi
 on raises several challenges that deserve documentation for reproducibilit
 y.\nCRS handling. PLATEAU metric coordinates produce models offset by larg
 e values from the scene origin when imported directly. A re-centring step 
 in Blender was necessary to preserve internal metric distances while ensur
 ing that coordinates extracted from Godot remain mappable to real-world po
 sitions.\nConversion artefacts. CityGML-to-FBX/glTF conversion introduced 
 flipped normals\, Z-fighting on coplanar surfaces\, and disconnected mesh 
 fragments\, requiring manual inspection and correction. Documenting these 
 artefacts and solutions reduces the barrier to entry for future pipeline u
 sers.\nLOD and performance. Full LOD2 for all buildings exceeded classroom
 -grade PC rendering capacity. The selective LOD strategy maintained intera
 ctive frame rates while preserving spatial realism sufficient for particip
 ants to recognise the site. Quantitative performance characterisation (pol
 ygon counts\, frame rates\, memory usage) will be reported in the full pap
 er.\nNo official Godot SDK for PLATEAU. Unlike Unity and Unreal\, Godot la
 cks a PLATEAU SDK. Blender proved essential as simultaneous format convert
 er\, geometry optimiser\, and semantic structurer\, positioning it as the 
 key bridge component in any open-source CityGML-to-game-engine pipeline.\n
 Collision generation. CityGML meshes are designed for visualisation and sp
 atial analysis\, not for physics-based interaction. Game engine navigation
  requires collision shapes that prevent characters from passing through ge
 ometry. Automatic collision generation from imported meshes proved effecti
 ve for terrain and building shells but required verification for complex o
 r thin geometries where collision approximations could produce unintended 
 barriers or gaps.\n\nValidation\nThe pipeline was validated through a part
 icipatory workshop conducted on 17 December 2025 at an elementary school i
 n Yokohama\, with approximately 50 sixth-grade students (aged 11-12) worki
 ng in 12 groups on six classroom PCs. Over two 45-minute sessions\, partic
 ipants placed 1\,192 assets without system failures\, demonstrating the pi
 peline's robustness under real deployment constraints with non-expert user
 s. The embedded logging system successfully generated coordinate-stamped d
 ata for all groups\, confirming that Godot's scripting capabilities can se
 rve as a lightweight geospatial data collection layer. Detailed evaluation
  of pedagogical and spatial outcomes is reported in companion publications
 .\n\nContribution\nThis work makes three contributions to the open-source 
 geospatial community. First\, it provides the first documented end-to-end 
 workflow for integrating CityGML/PLATEAU data into the Godot Engine via Bl
 ender\, filling the gap left by the absence of an official SDK. Second\, i
 t demonstrates that a fully open-source stack (PLATEAU + Blender + Godot +
  Python) can deliver interactive 3D urban environments on low-specificatio
 n hardware\, removing both licensing and infrastructure barriers. Third\, 
 it shows that GDScript can serve as an embedded geospatial data collection
  tool\, producing coordinate-stamped logs amenable to standard GIS analysi
 s.\nThe pipeline is fully reproducible: all software is free and open-sour
 ce\, the PLATEAU data is publicly accessible\, and the asset library is CC
 0-licensed. The methodology is transferable to any context where CityGML d
 ata is available\, including European national mapping agencies and the em
 erging OGC CityGML 3.0 ecosystem.\nFuture work will focus on automating th
 e Blender processing steps through scripted add-ons\, benchmarking the pip
 eline across different PLATEAU municipalities and LOD configurations\, and
  developing a standardised Godot plugin for direct CityGML import.
DTSTAMP:20260717T225803Z
LOCATION:Cosmos1
SUMMARY:From CityGML to Game Engine: A Reproducible Open-Source Pipeline fo
 r Interactive 3D Urban Environments Using PLATEAU\, Blender\, and Godot - 
 Léo Martial
URL:https://talks.osgeo.org/foss4g-2026/talk/RP9FQJ/
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