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Gaia ML Capabilities


CC_Mike
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Greetings PW Folks!

I'm working on a Unity app that already uses Intel OpenVINO for running inferences, via an external plugin -- we're using it with a 'real' camera to sense the user. Our app is meant for venues and we're now working on a mini-game for a military museum that would ideally include a small terrain generated from a real world map. Inside the mini-game it would be great to be able to use ML to identify objects, but we'd need to figure out how to make that co-exist with the external plugin.

Anyway, I understand that one of the full Gaia versions would work for building a terrain based on a real world map, but is that functionality available in Gaia ML please? If so with what limitations?

TIA for your help!

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On 4/9/2022 at 9:41 PM, CC_Mike said:

Anyway, I understand that one of the full Gaia versions would work for building a terrain based on a real world map, but is that functionality available in Gaia ML please? If so with what limitations?

That functionality is available in Gaia ML in so far as that you need to bring in that real world terrain from an external source as a height map. That height map can then be used in the Gaia Stamper to create the terrain shape, and you can then continue to texture the terrain, spawn stuff on it, etc.
You can do this in Gaia ML as well, but ML does not come with many assets for trees, etc. so you would essentially need to supply your own assets and build Gaia spawners with them. (setting up which asset spawns where, etc.)

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14 hours ago, Peter said:

That functionality is available in Gaia ML in so far as that you need to bring in that real world terrain from an external source as a height map. That height map can then be used in the Gaia Stamper to create the terrain shape, and you can then continue to texture the terrain, spawn stuff on it, etc.
You can do this in Gaia ML as well, but ML does not come with many assets for trees, etc. so you would essentially need to supply your own assets and build Gaia spawners with them. (setting up which asset spawns where, etc.)

So we could make an initial prototype in Gaia ML, including what I take it would be a somewhat sparse terrain based on a real world external map height source, but to properly finish it off we'd need Gaia Pro? The terrain I'm thinking of would also require placing several structures (buildings) and these would ideally be made to resemble their real world equivalents. Would that require GeNa too?

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28 minutes ago, CC_Mike said:

but to properly finish it off we'd need Gaia Pro?

Only if you wanted to use the assets & spawner settings found in Gaia Pro. It would also be possible to make / buy assets and configure Gaia to use those assets (setting up the spawners like "spawn the tree model A here and there with this and that size variation, and not on slopes etc.)
You can see the process of creating such a biome in this youtube tutorial series:
Part 1: https://www.youtube.com/watch?v=_F6YJ-pbdsY
Part 2: https://www.youtube.com/watch?v=tHAiK8td0hQ
Part 3: https://www.youtube.com/watch?v=FpoLEXUFfBc
Part4: https://www.youtube.com/watch?v=FpWU-M-7qL8

34 minutes ago, CC_Mike said:

these would ideally be made to resemble their real world equivalents. Would that require GeNa too?

Only if you want to use GeNa to place those buildings (with extra bells and whistles to even the terrain below, texturing, removing trees, etc.) , or if you want to add procedural generation aspects such as randomizing decoration aspects, windows etc. on the building. 
If the building is however only a model that needs to be placed down, you could do that manually or set Gaia up to spawn it. (If you run the sample spawner of Gaia ML that one places buildings already)

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Great! As a guess, yes, we'd want at least to use Gaia Pro to generate some parts of the biome, especially some dirt and forest areas. Thus, it seemed appropriate to take advantage of the Unity Flash sale on the Gaia Pro bundle so that I can also experiment with GeNa. Thanks for your help!

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