The 3d model of the building's interior was given to me, with all the right dimensions to it. Armed with a stack of photo CDs and a video of someone walking through the complex, I was in charge of making the environment as real as possible within the limitations of the file size budget. After the modeling, texturing, and lighting was completed, I rendered a series of still images for each 'node' in the different areas of the complex. Over 30 nodes were positioned throughout the displays so a person could visit each area of the AUSA convention.
Once the 18 images were rendered for each of the nodes, I gave them to another person that stitched them together to create the panoramic images. With a little QTVR programming mixed in, the project was finished. The sample above is a smaller version of the simulation used at the convention. The machine powering the QTVR file we produced was shown at the same convention it was portraying. The client was the U.S. Army.
This is an interactive QTVR series of panoramic images. Once the file is downloaded, you can hop to over 30 different spots within the environment, then turn (spin) to see what is around you. Use your mouse cursor to hover over 'hot spots' in each location. When you see the cursor change, you can click to advance to the next node, moving around every display in the complex.