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From Multi-State Photogrammetry to Interactive Environments: Coordinating Geometry and Appearance in Unreal Engine 5

Rafał Pelc  *,†

  † Current Affiliation: Chronospace Sp. Z o.o., Al. Niepodległości 807A, 81-810 Sopot, Poland.

Submitted:

30 September 2026

Posted:

02 October 2026

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Abstract
Multi-state photogrammetry records different conditions of the same physical object, but interactive use requires compatible geometry, paired appearance data and coordinated controls. We present the development and evaluation of the ODD INN system, linking offline fitting and asset preparation in Blender to geometry and material transitions in Unreal Engine 5. A summer–winter campaign aimed to scan an entire open-air museum; ten large sessions produced more than 2 TB of campaign data. Selected assets were integrated into Odmieniec, a playable environment with sliders, group controls, a freezing projectile, an expanding cold sphere and scene-wide transformations. The implementation uses one blend mask to coordinate geometric displacement, colour, normals and material properties. Evaluation combines integration tests, gameplay demonstrations, quality-assurance and rendering observations with supplementary source inspection and analysis of 199 frames from three recordings. These sequences show intermediate appearance, editable groups and repeated bidirectional changes; project reports document restoration and changes to at least five local and twenty global objects. The contribution is an implemented path from prepared observations to coordinated rendering and scoped interaction. The supplementary 2026 checks did not repeat Unreal execution. Geometric accuracy, restoration reliability and isolated transition cost remain unquantified.
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