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From Multi-State Photogrammetry to Controllable Virtual Assets

Rafał Pelc  *,†

  † Current affiliation: Chronospace Sp. z o.o., al. Niepodległości 807A, 81-810 Sopot, Poland.

Submitted:

01 October 2026

Posted:

04 October 2026

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Abstract
Independent photogrammetric reconstructions of an object in different states require a compatible representation for interactive transitions. We present the ODD INN pipeline linking state-specific acquisition, alignment, Blender template fitting, appearance preparation and UV-carried deformation to coordinated geometry and material transitions in Unreal Engine. Its large-scale application pursued summer and winter capture across an entire open-air museum: ten major sessions generated more than 2 TB of mixed photographic, reconstruction-project and 3D data, with twenty multi-state objects selected from a larger collection. Architectural reconstructions, the ClayPot_01 preparation sequence and the playable Odmieniec demonstrator establish production and application outcomes; related assets are distributed commercially on Fab. Evaluation combines project component tests, production and engine demonstrations, and supplementary checks of the same technology. Recalculation reproduced all six fitting counts for three object pairs, whose outputs preserve source connectivity without exactly zero-area triangles. A Blender 5.2.0 test preserved base geometry and UV arrays through FBX export and reimport. These supplementary checks did not repeat fitting or Unreal execution. The contribution is an implemented acquisition-to-interaction pipeline with an inspectable geometry–appearance interface, demonstrated at museum-campaign and playable-environment scales.
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