SONY ELF-SR1 Spatial Reality Display Instruction Manual

September 18, 2024
Sony

ELF-SR1 Spatial Reality Display

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Product Information

Specifications:

  • Product: CAD & BIM Viewer
  • Version: 1.0.0
  • Operating Instructions: JP, EN, FR, CS
  • Manual Version: 1.0 (20247)

Product Usage Instructions:

1. CAD & BIM Viewer Overview

The CAD & BIM Viewer supports various software programs like
Autodesk Revit, SketchUp Pro, Rhino, ARCHICAD, and more.

2. PC Requirements

  • CPU: i5-6 core or faster

  • GPU: PassMark – G3D Mark score 18,000 or
    higher (GeForce RTX2070 SUPER equivalent)

  • Memory: 16GB or larger SSD

  • OS: Windows 10(bit) / Windows 11

3. Spatial Reality Display

The Spatial Reality Display includes models ELF-SR1 and ELF-SR2
for enhanced viewing experiences.

4. Unreal Engine Integration

The product integrates with Unreal Engine 5.3 for advanced
functionalities. Visit Unreal Engine
Datasmith Plugins
for more information.

5. Spatial Reality Display Settings

Adjust Spatial Reality Display settings according to your
preferences using the provided tool. Download the tool from

here
.

6. Datasmith Integration

Datasmith enables seamless integration with CAD & BIM Viewer
and software like Revit, SketchUp Pro, Rhino, ARCHICAD, and 3ds
Max. Find detailed integration instructions for each software on
the respective links provided.

FAQs

Q: What is the compatibility of CAD & BIM Viewer with

different software?

A: CAD & BIM Viewer is compatible with
Autodesk Revit, SketchUp Pro, Rhino, ARCHICAD, and Autodesk 3ds Max
among others.

Q: What are the PC requirements for running the CAD & BIM

Viewer?

A: The PC requirements include a minimum of
i5-6 core processor, GeForce RTX2070 SUPER equivalent GPU, 16GB or
larger SSD memory, and Windows 10 or Windows 11 operating
system.

Q: How can I adjust the Spatial Reality Display settings?

A: You can adjust the Spatial Reality Display
settings using the provided tool. Download the tool from the link
provided in the user manual.

“`

CAD & BIM Viewer
version 1.0.0
JP Operating Instructions EN
Mode d’emploi cFR CS
20247 (manual version 1.0)

1. 1-1. CAD & BIM Viewer 1-2. PC 1-3. Spatial Reality Display 1-4.
2. 2-1. SR DisplayPC 2-2. SR Display Settings 2-3. PC
3 3-1. CAD & BIM Viewer 3-2. Datasmith plugin 3-3. Datasmith Direct link
4. 4-1. 4-2. 4-3.

JP
5 5-1. 5-2. 5-3. 5-4. -. 5-. Standard modeWall mount mode 5-7. Spatial Clipping 5-8. BookMark 5-9. 5-10. 3D Cut 5-11. Scale
6 6-1. 6-2. 6-3.
7. 7-1. 7-2. Plugin 7-3.

JP
2.

1-1. CAD & BIM Viewer
Autodesk RevitSketchUp ProRhinoARCHICADAutodesk 3ds MaxDatasmithCAD & BIM Spatial Reality Display Spatial Reality Display

1-2. PC

CPU
GPU
Memory Storage
OS

i5-6 core or faster PassMark – G3D Mark score
18,000 or higher (GeForce RTX2070 SUPER equivalent)
16GB or larger SSD
Windows10(bit) / Windows11

1-3. Spatial Reality Display
SR Display ELF-SR1 ELF-SR2

1-4.
Unreal Engine 5.3 https://www.unrealengine.com/ja/datasmith/plugins Revit SketchUp ProRhinoARCHICAD3ds Max5.3

2-1. Spatial Reality DisplayPC
Spatial Reality DisplayPCSpatial Reality Display SettingsSpatial Reality Display Version 2.3.0
https://www.sony.net/Products/Developer-Spatial- Realitydisplay/jp/develop/Setup/DownloadInfo.html
2-2. Spatial Reality Display Settings
Spatial Reality Display Settings Spatial Reality Display SettingsSpatial Reality Display
https://www.sony.net/Products/Developer-Spatial- Realitydisplay/jp/develop/Setup/SettingTool.html
2-3. PC
CAD & BIMSpatial Reality Display PC Spatial Reality Display100% 100%Spatial Reality Display3D

JP
3.

3-1. CAD & BIM Viewer
CADBIMViewer-x.x.x.xxxxx.msi (x.x.x.xxxxx)

SketchUp Pro
Datasmith [Extensions] > [Datasmith] SketchUp https://dev.epicgames.com/documentation/ja-jp/unrealengine/using-datasmith- with-sketchup-pro-in-unreal-engine
Rhino
Rhino Datasmith Rhino [Datasmith Exporter] https://dev.epicgames.com/documentation/ja-jp/unrealengine/using-datasmith- with-rhino-in-unreal-engine
Archicad
Datasmith [Windows] > [Palettes] https://dev.epicgames.com/documentation/ja- jp/unrealengine/exporting-datasmith-content-from-archicad-to-unrealengine
Datasmith https://dev.epicgames.com/documentation/ja-jp/unrealengine /datasmith-software-interop-guides-for-unreal-engine

  • ArchicadDatasmith

JP
3.

3-3. Datasmith
DatasmithCAD & BIM CAD & BIM

1 CAD & BIM

2

Datasmith Direct LinkCAD & BIM Viewer (3-ACAD & BIM Viewerudatasmith 3-B

Datasmith

Direct Link

Direct Link

Direct linkCAD & BIM Viewer(3-A
CAD & BIM Viewer (3-A

Datasmith

udatasmith (3-B

CAD & BIM Viewer
Datasmith Direct link
Datasmith Direct linkCAD & BIM Viewer CAD & BIM Viewer 3-A Spatial Reality DisplayCAD &
BIM Viewer 4-A [Interaction] [Datasmith] 5-A DatasmithNew
6-A SourceDirect Link:-{project name}{tool name}-XXXX”

CAD & BIM Datasmith

  1. 3-3. Datasmith
    Datasmith file
    3-B Spatial Reality DisplayCAD & BIM Viewer
    4-B [Interaction] [Datasmith] 5-B Datasmith[New] 6-B [Use Datasmith File] 7-B udatasmith
  • Spatial Reality Display CAD & BIM Viewer * WarningDatasmith File
    NewDatasmith Direct linkDatasmith file Source [Destination] Datasmith [Location]offsetCAD & BIM Viewer CAD & BIM Viewer

JP
Datasmith
DatasmithCAD & BIM ViewerDatasmith

JP
4.
4-1.

[U] [I] [O Datasmith Direct link
CAD & BIM Viewer 2D/3D2D Spatial Reality Display

Spatial Reality DisplayGizmo Gizmo

Spatial Clipping
Standard modeWall mount mode

4-2.

[Space]

4-3.

[Esc]

on/off

[B]

JP
4.

4-3.

Transf Move orm

Reset

Reset All

Annota Paint

tion

Stroke

Delete

Stroke

Annotate

Text

Snapsh Take

ot

Xray

Apply Isolate

Reset All

3D
() 2D C:¥Users¥¥AppData¥local¥CADBIM Viewer¥Saved¥Snapshot .PNG snapshot

Measur Add

ement

Delete

To

Centimeter

To Meter

Scale

1:1

Bookm Create

ark

Bookmark

(blank)

3D Cut Add/Edit Volume
Remove
Include / Exclude Datasm ith

3D
3D 3D Datasmith WindowDirectLink CAD & BIMudatasmith

CAD & BIM Viewer

JP
5.

5-1.

Z
5-2.

WASD QE

5-4.
Datasmith Datasmith CAD & BIM Viewer CAD & BIM Viewer

WASD

CAD & BIMViewport

5-3.

CAD & BIM Viewer

CAD & BIM Viewer

· · CAD & BIM
3ds MaxCAD & BIM Viewer Revit3D Datasmith Datasmith ·

-.

Spatial Reality Display GizmoGizmo

Ctrl + Datasmith Gizmo

Gizmo Spatial Reality Display

JP
5-. Standard modeWall mount mode
Wall mount modeELF-SR2 Wall mount mode CAD & BIM Viewer Standard modeWall mount mode

  • ELF-SR2SDK ver.2.3.0

  1. 5-7. Spatial Clipping
    Spatial Reality Display Spatial Reality Display
  • Spatial Reality Display Spatial Reality Display * Spatial Clipping

JP
5-8. BookMark
[Bookmarks] 1 2 [Interaction] [Bookmark] [Bookmark] [Create Bookmark
()] 4
[+Add (+ )] [Create Bookmark]

  1. 5-9.
    CAD & BIM Viewer

1

2

[Interaction ()] [Measurement ( )] [Add ()]

JP
5-10. 3D Cut
3D 3D

1 2

[Interaction ()] [Measurement ()] [Delete ()]

CAD & BIMCAD & BIM Viewer

JP
5.
5-11. Scale

10

.
6-1.
CAD & BIM Viewer Datasmith Unreal Editor CAD & BIM Viewer Epic Games LauncherUnreal Engine 5.3.2Visual Studio Visual Studio
https://dev.epicgames.com/documentation/ja-jp/unrealengine/setting-up-visual- studio-development-environment-forcplusplus-projects-in-unreal-engine
6-2.
1. CADBIMViewerProject_x.y.z.nnnnn.zip 2. CADBIMViewerProject_x.y.z.nnnnn.zip 3. CADBIMViewer.uprojectSwitch Unreal Engine version… 4.”Unreal Engine” version 5.3 5.CADBIMViewer.uproject 6.”Missing CADBIMViewer Modules” Yes 7.Unreal Editor 8.VR

  • Unreal EditorVR

JP
6-3.
CAD & BIM ViewerUnreal EngineCollab Viewer Spatial Reality Display SDKUnreal Engine
Collab Viewer https://dev.epicgames.com/documentation/ja-jp/unrealengine /collab-viewer-templates-in-unrealengine?application_version=5.3
Spatial Reality Display SDK https://www.sony.net/Products/Developer-Spatial- Realitydisplay/jp/develop/Overview.html

  1. 7-1.
    v1.0.0
    7-2. Plugin
    Plugin
    https://sony.net/app-srd
    https://sony.net/dev-srd
    7-3.
    · uses Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere. Unreal® Engine, Copyright 1998 ­ 2024, Epic Games, Inc. All rights reserved.
    · Autodesk, the Autodesk logo, Revit ®, Navisworks® and 3ds Max ® are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries.
    · SketchUp® pro is a trademark of Trimble Inc. · Rhino® is trademark of TLM, Inc. · ARCHICAD ® is trademark of GRAPHISOFT SE. · Microsoft, Microsoft Windows, Microsoft Windows10, Microsoft
    Windows11, Microsoft DirectX are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. · * GeForce RTX is a trademark and/or a registered trademark of · NVIDIA Corporation in the U.S. and/or other countries.

JP 20247 (manual version 1.0)

CAD & BIM Viewer
version 1.0.0
JP Operating Instructions EN
Mode d’emploi cFR CS
Published July 2024 (Manual Version 1.0)

Contents
1. Introduction 1-1. Overview of CAD & BIM Viewer 1-2. Required Computer Environment 1-3. Available Spatial Reality Displays 1-4. Compatible Tools
2. Preparation 2-1. Setting Up the SR Display and Your Computer 2-2. Checking the SR Display Settings 2-3. Computer Display Settings
3 Setup Procedure 3-1. CAD & BIM Viewer Installation Procedure 3-2. Datasmith Plugin Installation Procedure 3-3. Procedure for Linking Using Datasmith Direct Link
4. Basic Screen Configuration and Operations 4-1. Toolbar Functions 4-2. Common Functions 4-3. Interaction Menu Functions

EN
5 Detailed Explanation of Each Function 5-1. Fly Mode Controls 5-2. Walk Mode Controls 5-3. Orbit Mode Controls 5-4. Viewpoint Sync Mode Controls 5-5. Object Selection Mode 5-6. Switching between Standard Mode and Wall Mount Mode 5-7. Spatial Clipping 5-8. Bookmark Function 5-9. Measurement Function 5-10. 3D Cut 5-11. Scale
6Project Files 6-1. Overview of Project Files 6-2. Using Project Files 6-3. Customization Tips
7. Other 7-1. About Version Information 7-2. Update Information for This Plugin 7-3. About Trademarks

EN

1. Introduction

2. Preparation

1-1. Overview of CAD & BIM Viewer
CAD & BIM Viewer is a viewer for displaying models created with CAD & BIM tools that support Datasmith, such as Autodesk Revit, SketchUp Pro, Rhino, Archicad, and Autodesk 3ds Max, on the Spatial Reality Display. This software provides a user interface and functions for rendering images on the Spatial Reality Display.
1-2. Required Computer Environment

CPU
GPU
Memory Storage
OS

Recommended specifications
i5-6 core or faster PassMark – G3D Mark score
18,000 or higher (GeForce RTX2070 SUPER equivalent)
16GB or larger SSD
Windows10(bit) / Windows11

1-3. Available Spatial Reality Displays
This software can be used with the following SR Display models: ELF-SR1 ELF- SR2

1-4. Compatible Tools
This software was created with Unreal Engine 5.3. It can be used in conjunction with the tools on the following page: https://www.unrealengine.com /en-US/datasmith/plugins The software is not guaranteed to operate properly with all versions and tools. The software has been confirmed to operate with Revit, SketchUp Pro, Rhino, Archicad, and the Exporter for 3ds Max 5.3.

2-1. Setting Up the SR Display and Your Computer
Connect the Spatial Reality Display to your computer, and install the Spatial Reality Display Settings app. You can download the app from the Spatial Reality Display Developer Site. Use version 2.3.0 or later. Earlier versions will not operate properly.
https://www.sony.net/Products/Developer-Spatial- Realitydisplay/en/develop/Setup/DownloadInfo.html
2-2. Checking the SR Display Settings
Start the Spatial Reality Display Settings app, and check that the face detection is working properly. For details on configuring Spatial Reality Display Settings, see the Spatial Reality Display Developer Site.
https://www.sony.net/Products/Developer-Spatial- Realitydisplay/en/develop/Setup/SettingTool.html
2-3. Computer Display Settings
Connect your computer to the Spatial Reality Display and to the normal display used for operating the CAD & BIM tool. In the display settings on your computer, select [Extend these displays] for the [Multiple displays] setting. For the Spatial Reality Display, set the display scaling to 100%. If you set a value other than 100%, the Spatial Reality Display will not be able to perform 3D display correctly.

3. Setup Procedure
3-1. CAD & BIM Viewer Installation Procedure
Download and run the “CADBIMViewer-x.x.x.xxxxx.msi” file. Follow the instructions on the screen to complete the installation. (The “x.x.x.xxxxx” varies depending on the version of the plugin to be installed.)
Caution

  • Log in with an administrator account to perform installation. * The Software License Agreement will be displayed during installation. Make sure to read it. Installation can be performed only if you accept the terms of the agreement.
    3-2. Datasmith Plugin Installation Procedure
    To link a CAD & BIM tool with this software, the Datasmith plugin must be installed. Download the plugin for your CAD & BIM tool from the following page: https://www.unrealengine.com/en-US/datasmith/plugins Run the downloaded .msi file, and follow the instructions on the screen to complete the installation. When the installation is successful, the Datasmith user interface is added. Some of the tools described here are compatible with Datasmith Direct link, which is described in the next section.
    Revit
    Installation of the Datasmith plugin is not required when you are using Revit 2024 or later. Datasmith functions are included in the expanded Twinmotion menu in the [Presentation] panel on the [View] tab. To use Datasmith, a 3D view must be selected and active in Revit. For Revit 2023 or earlier, the [Datasmith] tab is added to the top menu after the Datasmith plugin is installed.

EN
3ds Max
The [Datasmith] tab is added to the 3ds Max ribbon. https://dev.epicgames.com/documentation/en-US/unrealengine/the-datasmith-3ds- max-ui-for-exporting-to-unreal-engine
SketchUp Pro
Datasmith functions are added to the toolbar. You can also go to [Extensions]

[Datasmith] and perform the Datasmith functions from the SketchUp main menu. https://dev.epicgames.com/documentation/en-US/unrealengine/using-datasmith- with-sketchup-pro-in-unreal-engine
Rhino
A dockable toolbar is added in Rhino. To see all of the Datasmith commands, Open the Plugin Manager window in Rhino, and select the [Datasmith Exporter] plugin. https://dev.epicgames.com/documentation/enUS/unreal-engine/using- datasmith-with-rhino-in-unreal-engine
Archicad
Datasmith toolbar options are added to the [Windows] > [Palettes] menu. https://dev.epicgames.com/documentation/en-US/unrealengine/exporting- datasmith-content-from-archicad-to-unreal-engine
See the Datasmith Software Interop Guides for detailed specifications of each tool, installation notes, and procedures for tools not described here. https://dev.epicgames.com/documentation/en-US/unrealengine/datasmith-software- interop-guides-for-unreal-engine
Caution * The Datasmith functions for Archicad are considered beta or experimental features.

EN
3. Setup Procedure

3-3. Procedure for Linking Using Datasmith Direct Link
Follow the procedure below to link this software with a CAD & BIM tool using Datasmith. Perform the procedure below for your CAD & BIM tool.
Step 1 Start the CAD & BIM tool.
Step 2 Enable the Datasmith Direct Link function, and prepare to link with CAD & BIM Viewer (Step 3-A). Alternatively, save to disk the .udatasmith file to be loaded in CAD & BIM Viewer (Step 3-B).

Perform the procedure below for CAD & BIM Viewer.
Datasmith Direct Link Procedure
You can use Datasmith Direct Link to automatically update CAD & BIM Viewer as the tool is updated, or to update CAD & BIM Viewer with the press of a button.
Step 3-A Select CAD & BIM Viewer from the [Spatial Reality Display] item in the Start menu, and launch the app.

List of Common Datasmith Functions

Function

Icon

Description

Synchronize with Direct Link

Sends the selected models to CAD & BIM Viewer via the Direct Link connection. (Step 3-A)

Toggle Direct Link Auto Sync

Continuously sends changes and updates to CAD & BIM Viewer. (Step 3-A)

Manage Connections

Launches the Connection Status dialog.

Export to Datasmith File

Saves the .udatasmith file to disk. (Step 3-B)

Show Messages

Launches the messages and logging window.

Step 4-A Press the spacebar to open the [Interaction] menu, and select [Datasmith].
Step 5-A On the Datasmith panel that is displayed, click [New]. Step 6-A In [Source], select “Direct Link:-{project name}{tool name}-
XXXX.”

The icons and functions may vary depending on the CAD & BIM tool. For details on functions not described here, see the Datasmith Software Interop Guides.
Caution

  • If CAD & BIM Viewer does not recognize the tool even when the Direct Link function is enabled, a license authentication problem or other issue may have occurred. Connect to the Internet and check. If the problem persists, check whether any errors are displayed in the message log. * After the Direct Link connection is established, CAD & BIM Viewer is displayed in Manage Connections. If synchronization fails, check the connection status. If the connection has been lost, try performing the procedure again from the beginning, or try restarting the tool.

Caution

3. Setup Procedure
3-3. Procedure for Linking Using Datasmith Direct Link
Procedure for Using Datasmith File
Step 3-B Select CAD & BIM Viewer from the [Spatial Reality Display] item in the Start menu, and launch the app.
Step 4-B Press the spacebar to open the [Interaction] menu, and select [Datasmith].
Step 5-B On the Datasmith panel that is displayed, click [New].
Step 6-B Select [Use Datasmith File].
Step 7-B In the file explorer that opens, specify the .udatasmith file saved on the disk.
Caution The file explorer opens on the main display, not on the Spatial Reality Display. CAD & BIM Viewer cannot be operated while the file explorer is open. If “Warning” is displayed, there may be an issue with the Datasmith File.
You can select multiple Datasmith Direct Link and Datasmith file sources at the same time by clicking [New] multiple times. You can also remove a Datasmith link by clicking on the trash can icon next to [Destination]. You can change the display position in CAD & BIM Viewer by specifying offset values for [Location]. You can select or deselect the checkboxes to display or hide CAD & BIM Viewer’s default floor, lighting, and fog. Depending on the model to be loaded, the floor or other objects may get in the way, so select the settings as needed.

EN
Procedure after Loading Datasmith
Once the link in Datasmith is complete, CAD & BIM Viewer updates the display area so that the entire model imported with Datasmith is shown. The operations described below can be performed for the imported model.
You can move within or around the space and view from any angle. You can measure elements related to the space or architecture. You can add or remove markers for measurements as needed. You can remove some architecture-related elements to make other parts of the design more clearly visible. You can move objects around to organize the space, and you can remove objects. You can change the scaling of architectural elements to make quick visual adjustments.
Caution

  • When a large amount of Datasmith data is imported, the FPS may decrease, resulting in an impaired operational feel. Switch to “Performance Priority” in the Spatial Reality Display Settings app, as needed. Some types of texture, such as those with fine details, may appear to flicker. This is caused by the constant movement of subpixels due to head tracking, which is a characteristic of the Spatial Reality Display. The flickering on the Spatial Reality Display can be eliminated by changing to a simple texture in the CAD & BIM tool and then importing with Datasmith. Part of the source CAD & BIM tool’s viewport rendering state may not be applied. For details, see the Datasmith Software Interop Guides. If crosstalk occurs for the object being displayed, use Spatial Reality Display Settings to perform crosstalk adjustment. For details, see “Crosstalk Correction” on the following page:
    https://www.sony.net/Products/Developer-Spatial- Realitydisplay/en/develop/Setup/SettingTool.html
    You cannot perform fine adjustment for backgrounds, lights, and shadows. In addition, you cannot adjust the textures or materials of the loaded model. If you want to perform these adjustments, make the changes in the source CAD & BIM tool, or open and adjust the CAD & BIM Viewer project in Unreal Editor, as described in “6. Project Files.”

EN
4. Basic Screen Configuration and Operations
4-1. Toolbar Functions

List of Toolbar Functions

Icon

Description
Activates Fly mode. In Fly mode, you can fly freely around the scene in all directions. In this mode, you pass through all geometry regardless of the collision settings on the Actors. You can also activate Fly mode by pressing the [U] key.

Activates Walk mode. In Walk mode, you are held down to the ground by gravity. As you walk around the scene, you collide with any objects in the Level that are set up with collision volumes. Note that you will fall if there is no surface to stand on. You can also activate Walk mode by pressing the [I] key.

Activates Orbit mode. In Orbit mode, you select a point of interest in the Level. Then, as you rotate the camera, you move around that point of interest, keeping it in the center of the screen. You can also activate Orbit mode by pressing the [O] key.
Saves the current state of the viewer, including annotations and measurements. Models synchronized with Datasmith Direct Link are not saved.
Activates Viewpoint Sync mode. The icon becomes active after synchronization with the CAD & BIM tool, if camera data exists in the tool. The display area of the viewer changes based on the camera data.
Click to switch between 2D mode and 3D mode. In 2D mode, the viewpoint tracking of the Spatial Reality Display stops.

Activates Object Selection mode. On the Spatial Reality Display, the display area and point of interest are visualized in the Gizmo. A new display area and point of interest are set when you change the Gizmo in this mode.

Icon

Description
Enables or disables Spatial Clipping.
Switches between Standard mode and Wall Mount mode.

4-2. Common Functions

List of Common Functions
To…
Activate the laser pointer Open the Interaction menu
Exit the application Turn on/off the floor

Do…
Move the mouse cursor to the object you want to highlight, then left-click. Press the spacebar. For details on using the items in this menu, see “4-3. Interaction Menu Functions.”
Press the [Esc] key.
Press the [B] key.

EN
4. Basic Screen Configuration and Operations

4-3. Interaction Menu Functions

List of Interaction Menu Functions

Label Function Description

Transfor Move m
Reset

Reset All

Annotati Paint Stroke

on

Delete

Stroke

Annotate

Text

Snapsho Take

t

Xray

Apply Isolate

Reset All

When you select an object in the scene with your laser pointer, you can drag the laser pointer to move the selected object around in 3D space. When you select an object in the scene with your laser pointer, the selected object is reset to its original position and rotation. Instantly returns all objects in the scene to their original positions and rotations. While this mode is active, you can paint on a grid.
While this mode is active, you can select a paint stroke with your laser pointer to delete it. While this mode is active, you can place, edit, and delete 2D text labels. Takes a snapshot. Snapshots are saved as .PNG files in the “C:¥Users¥¥AppData¥local¥CADBIMViewer ¥Saved¥Snapshot” subfolder. In some cases, the image output by the snapshot function may appear white. While this mode is active, the see-through material is applied to any object you select in the scene with your laser pointer. While this mode is active, and you select an item in the scene with your laser pointer, the see- through material is applied to all other Actors in the same hierarchy as the selected item. Removes the see-through material from all objects, returning them to their original materials.

Label Function
Measure Add ment
Delete

To Centimeter To Meter

Scale

Bookmar Create

k

Bookmark

(blank)

3D Cut Volume
Datasmi th

Add/Edit
Remove Include / Exclude

Description
While this mode is active, a measurement is drawn between each pair of points that you select. While this mode is active, you can select a measurement with your laser pointer to delete it. Sets the unit of measurement to centimeters.
Sets the unit of measurement to meters.
Changes the world scaling. The default is 1:1.
Creates a new bookmark. The created bookmark is added to the sub-menu and can be selected again as needed. Select any bookmark in the sub-menu to teleport to its viewpoint. Enables you to place or transform the 3D Cut Volume.
Removes the 3D Cut Volume. Enables you to toggle between removing the geometry inside or outside the 3D Cut Volume. Opens the Datasmith window. You can use Direct Link to link to a CAD & BIM tool and load .udatasmith files.

When an interaction mode is active, the mode name is displayed at the bottom right of CAD & BIM Viewer.

EN
5. Detailed Explanation of Each Function
5-4. Viewpoint Sync Mode Controls

5-1. Fly Mode Controls

To…
Look around the world from your current position Move forward, to the left, backward, or to the right from your current position Move the camera straight up or down along the world’s global Z axis

Do…
Right-click and drag.
Press the [W], [A], [S], and [D] keys. Alternatively, press the cursor keys.
Press the [Q] and [E] keys.

The Viewpoint Sync mode icon is active when camera information exists in the data imported with Datasmith. When this mode is enabled, the viewpoint and display area in CAD & BIM Viewer changes according to the camera information in Datasmith. In Viewpoint Sync mode, you cannot move the viewpoint in CAD & BIM Viewer. If you want to move the viewpoint, activate either Fly mode, Walk mode, or Orbit mode.

5-2. Walk Mode Controls

To…
Look around the world from your current position Move forward, to the left, backward, or to the right from your current position
5-3. Orbit Mode Controls

Do…
Right-click and drag.
Press the [W], [A], [S], and [D] keys. Alternatively, press the cursor keys.

CAD & BIM tool’s state

To…

Do…

Orbit the camera around the point of interest

Right-click and drag.

Change the camera’s point of interest to a new location, remaining at the current zoom level Choose a new point of interest, and zoom to fit the selected object in the viewport Zoom in or out on the current point of interest

Click the middle mouse button. Double-click the middle mouse button. Turn the mouse wheel.

Pan the camera left, right, up, or down Click the middle mouse button and drag.

CAD & BIM Viewer before sync mode

CAD & BIM Viewer after sync mode

Caution
· Object Selection mode and Bookmark mode are not available when using Viewpoint Sync mode.
· Each CAD & BIM tool has different specifications for the timing of camera information synchronization. For example, in 3ds Max, the free camera information is always synchronized with CAD & BIM Viewer. In contrast, the information is not always synchronized in Revit. To apply the camera information, focus on the view for which you want to set the crop area in the 3D view. Then, establish a Datasmith connection to apply the camera information. For details on each tool, see the tool descriptions in the Datasmith Software Interop Guides.
· When activating the viewpoint sync mode, the current focal point will be reset. To set a new focal point, click the middle button of the mouse in orbit mode.

5. Detailed Explanation of Each Function

-. Object Selection Mode

When you enter Object Selection mode, the current display area and point of interest on the Spatial Reality Display are visualized in the Gizmo. The area outside the Gizmo bounds is blurred. In this state, you can set a new display area and point of interest by performing the operations described below.

To…

Do…

Set the display area to fit the object Set the display area to fit the entire object hierarchy Adjust the display area

Middle-click on the object in the scene.
Press [Ctrl] and middle-click on the object in the scene. Normally, the entire area of the model imported with Datasmith is selected. You can drag the mouse to translate, rotate, or scale the displayed Gizmo.

When you exit Object Selection mode, the display area and points of interest in the Spatial Reality Display are changed according to the newly configured Gizmo.

Car object is selected in Object Selection mode.
Caution

After exiting Object Selection mode, the display area is changed to fit the car.

  • In some cases, you may not be able to select an object that is complex or at a great distance. Try moving the viewpoint and selecting again.

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5-. Switching between Standard Mode and Wall Mount Mode
Use Wall Mount mode when the ELF-SR2 is mounted vertically, such as on a monitor arm. When Wall Mount mode is enabled, the viewpoint is changed so that the space can be viewed from directly in front of the panel. In addition, you can use this together with Walk mode to experience a walk-through in CAD & BIM Viewer. Standard mode is set by default. When Wall Mount mode is enabled, the setting is retained even after the app is closed.

  • The stand shown here is for illustrative purposes only.
    Caution * Wall Mount mode is effective only for the ELF-SR2. In addition, SDK version 2.3.0 or later is required.

5. Detailed Explanation of Each Function
5-7. Spatial Clipping
You can clip the display area on the Spatial Reality Display so that only a certain amount of the area in front of the Spatial Reality Display is shown. By default, Spatial Clipping is enabled.
Caution Make sure to read this information, as it is important for the user’s health. When objects are positioned outside the display area of the Spatial Reality Display, the user may experience discomfort or adverse health effects. Perform operations in such a way that objects do not extend beyond the display area of the Spatial Reality Display, or enable this function to hide the parts that are outside. Spatial Clipping changes the projection matrix, which causes the depth to change. As a result, some lights and shadows may not be rendered as expected.

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5-8. Bookmark Function
You can record the current position as a new bookmark. The new bookmark is displayed as an option in the [Bookmarks] menu list. This bookmark is saved and will be available on reload.
Step 1 Move to the location for which you want to save a bookmark.
Step 2 Open the [Interaction] menu, and select [Bookmark]. Step In the [Bookmark] menu, select [Create Bookmark].
Step 4 Give the new bookmark a name, and click the [+Add] button.
You can delete a saved bookmark by clicking the trash can icon next to the saved bookmark in the [Create Bookmark] menu.

5. Detailed Explanation of Each Function
5-9. Measurement Function
You can measure the distance between two points in CAD & BIM Viewer.
Starting Measurement
Step 1 Move to a position next to the area to be measured.
Step 2 In the [Interaction] menu, highlight [Measurement], and then select [Add].
Step Select the measurement start point, and then select the measurement end point.

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5-10. 3D Cut
You can cut the geometry based on the 3D cube volume, and select whether to preserve the geometry inside the volume or outside the volume. The 3D cube can be translated, rotated, and scaled. The material of the geometry that intersects with the volume is temporarily switched to a custom gray material to support this operation.

Deleting a Measurement
Step 1 In the [Interaction] menu, highlight [Measurement], and then select [Delete].
Step 2 Point your laser at the measurement that you want to delete, and then select it.
Dimensions set with the CAD & BIM tool are also retained in CAD & BIM Viewer.

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5. Detailed Explanation of Each Function
5-11. Scale
You can freely set the scale for the world. You can scale up to view and interact with a real-scale model as if it were a mockup, or you can scale down to observe the details with more precise motion.
The scale can be changed by using the slide bar in the Interaction menu. The image below shows an example of scaling up the world by a factor of 10.

. Project Files
6-1. Overview of Project Files
Project files that can be edited in Unreal Editor are available for users who want to change the background in CAD & BIM Viewer, adjust rendering settings such as the lights and shadows, or adjust objects imported with Datasmith. You can use these files to precisely customize CAD & BIM Viewer to suit your needs. To use the project files, you must have the Epic Games Launcher, Unreal Engine 5.3.2, and Visual Studio installed. For more information such as the recommended version of Visual Studio, see the page at the link below. Visual Studio may not start if the recommended version is not used.
https://dev.epicgames.com/documentation/en-US/unrealengine/setting-up-visual- studio-development-environment-forcplusplus-projects-in-unreal-engine
6-2. Using Project Files
1. Download the “CADBIMViewerProject_x.y.z.nnnnn.zip” file. 2. Extract “CADBIMViewerProject_x.y.z.nnnnn.zip” to the folder of your choice. Do not use any Japanese characters in the folder path. 3. Right-click on “CADBIMViewer.uproject” and select [Switch Unreal Engine version…] in the context menu. 4.In the [Select Unreal Engine Version] dialog window that opens, select version 5.3. 5.Double-click on “CADBIMViewer.uproject.” 6.In the [Missing CADBIMViewer Modules] dialog box that opens, click [Yes]. 7.Unreal Editor starts. Initial startup may take a few minutes to complete. 8.Activate VR Preview mode.
Caution

  • If you activate VR Preview mode while Unreal Editor is running in the background immediately after startup, part of the display may not be shown correctly. Wait a while before activating VR Preview mode.

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6-3. Customization Tips
CAD & BIM Viewer was created by modifying Unreal Engine’s Collab Viewer Templates and incorporating a Spatial Reality Display SDK plugin for Unreal Engine. See the pages at the links below when performing customization.
Collab Viewer Templates https://dev.epicgames.com/documentation/en- US/unrealengine/collab-viewer-templates-in- unrealengine?application_version=5.3
Spatial Reality Display SDK Developer Site https://www.sony.net/Products /Developer-Spatial-Realitydisplay/en/develop/Overview.html
Caution If the project was packaged as a Shipping build, Datasmith Direct Link is disabled. If you want to package a project as a Shipping build, obtain and modify the source code for the Unreal Engine 5.3.2 release before building. * See the Unreal Engine community forums, as needed.
https://forums.unrealengine.com/categories?tag=unreal-engine

7. Other
7-1. About Version Information
The version of this software is v1.0.0.
7-2. Update Information for This Plugin
Update information for this plugin can be found at the following sites:
App Select https://sony.net/app-srd
Developer Site https://sony.net/dev-srd
7-3. About Trademarks
· uses Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere. Unreal® Engine, Copyright 1998 ­ 2024, Epic Games, Inc. All rights reserved.
· Autodesk, the Autodesk logo, Revit ®, Navisworks® and 3ds Max ® are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries.
· SketchUp® pro is a trademark of Trimble Inc. · Rhino® is trademark of TLM, Inc. · ARCHICAD ® is trademark of GRAPHISOFT SE. · Microsoft, Microsoft Windows, Microsoft Windows10, Microsoft
Windows11, Microsoft DirectX are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. · * GeForce RTX is a trademark and/or a registered trademark of · NVIDIA Corporation in the U.S. and/or other countries.

EN Published July 2024 (Manual Version 1.0)

Visualisation CAD et BIM
version 1.0.0
JP Operating Instructions EN
Mode d’emploi cFR CS
Publié en juillet 2024 (version 1.0 du manuel)

Table des matières
1. Introduction 1-1. Vue d’ensemble de Visualisation CAD et BIM 1-2. Environnement informatique requis 1-3. Les versions de Spatial Reality Display existantes 1-4. Outils compatibles
2. Préparation 2-1. Configuration de l’affichage de réalité spatiale et de votre ordinateur 2-2. Vérification des paramètres de l’affichage de réalité spatiale 2-3. Paramètres d’affichage de l’ordinateur
3 Procédure de configuration 3-1. Procédure d’installation de Visualisation CAD et BIM 3-2. Procédure d’installation du module d’extension Datasmith 3-3. Procédure de liaison à l’aide de Datasmith Direct Link
4. Configuration et fonctionnement de l’écran de base 4-1. Fonctions de la barre d’outils 4-2. Fonctions communes 4-3. Fonctions du menu Interaction

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5. Explication détaillée de chaque fonction 5-1. Fly Mode Controls 5-2. Walk Mode Controls 5-3. Orbit Mode Controls 5-4. Viewpoint Sync Mode Controls 5-5. Object Selection Mode 5-6. Switching between Standard Mode and Wall Mount Mode 5-7. Spatial Clipping 5-8. Bookmark Function 5-9. Measurement Function 5-10. 3D Cut 5-11. Scale
6Dossiers de projet 6-1. Aperçu des dossiers de projet 6-2. Utilisation des fichiers de projet 6-3. Conseils de personnalisation
7. Autre 7-1. Informations sur les versions 7-2. Informations sur la mise à jour de ce plugin 7-3. À propos des marques de commerce

1. Introduction

1-1. Vue d’ensemble de Visualisation CAD et BIM
Visualisation CAD et BIM est un visionneur permettant d’afficher les modèles créés à l’aide d’outils CAD et BIM qui prennent en charge Datasmith, tels que Autodesk Revit, SketchUp Pro, Rhino, Archicad et Autodesk 3ds Max, sur l’affichage de réalité spatiale. Ce logiciel fournit une interface utilisateur et des fonctions pour le rendu des images sur l’affichage de réalité spatiale.
1-2. Environnement informatique requis

Processeur
GPU
Mémoire Stockage
OS

Spécifications recommandées
Core i5 – 6 ou supérieur Note PassMark – G3D Mark
18000 ou supérieure (équivalent du GeForce RTX2070 SUPER)
16 Go ou plus SSD
Windows 10 (64 bits) /Windows 11

1-3. Les versions de Spatial Reality Display existantes
Ce logiciel peut être utilisé avec les modèles de l’affichage de réalité spatiale :
ELF-SR1 ELF-SR2
1-4. Outils compatibles
Ce logiciel a été créé avec Unreal Engine 5.3. Il peut être utilisé conjointement avec les outils de la page suivante : https://www.unrealengine.com/fr/datasmith/plugins Il n’est pas garanti que le logiciel fonctionne correctement avec toutes les versions et tous les outils. Il a été confirmé que le logiciel fonctionne avec Revit, SketchUp Pro, Rhino, Archicad et Exporter pour 3ds Max 5.3.

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2. Préparation
2-1. Configuration de l’affichage de réalité spatiale et de votre ordinateur
Connectez l’écran de réalité spatiale à votre ordinateur et installez l’application Spatial Reality Display Settings. Vous pouvez télécharger l’application à partir du site pour concepteurs de l’affichage de réalité spatiale. Utilisez la version 2.3.0 ou ultérieure. Les versions antérieures ne fonctionneront pas correctement.
https://www.sony.net/Products/Developer-Spatial- Realitydisplay/en/develop/Setup/DownloadInfo.html
2-2. Vérification des paramètres de l’affichage de réalité spatiale
Démarrez l’application Spatial Reality Display Settings et vérifiez que la détection des visages fonctionne correctement. Pour plus d’informations sur la configuration de l’application Spatial Reality Display Settings, consultez le site pour concepteurs de l’affichage de réalité spatiale.
https://www.sony.net/Products/Developer-Spatial- Realitydisplay/en/develop/Setup/SettingTool.html
2-3. Paramètres d’affichage de l’ordinateur
Connectez votre ordinateur à l’affichage de réalité spatiale et à l’écran normal utilisé pour l’utilisation de l’outil CAD et BIM. Dans les paramètres d’affichage de votre ordinateur, sélectionnez [Étendre ces affichages] pour le paramètre [Affichages multiples]. Pour l’affichage de réalité spatiale, définir la mise à l’échelle de l’affichage sur 100 %. Si vous définissez une valeur autre que 100 %, l’affichage de réalité spatiale ne sera pas en mesure d’effectuer correctement l’affichage 3D.

3. Procédure de configuration
3-1. Procédure d’installation de Visualisation CAD et BIM
Téléchargez et exécutez le fichier « CADBIM Viewer-x.x.x.xxxxx.msi ». Suivez les instructions à l’écran pour terminer l’installation. (Le « x.x.x.xxxxx » varie selon la version du module d’extension à installer.)
Attention Connectez-vous avec un compte administrateur pour effectuer l’installation. Le contrat de licence du logiciel sera affiché lors de l’installation. Assurez-vous de le lire. L’installation ne peut être effectuée que si vous acceptez les conditions du contrat.
3-2. Procédure d’installation du module d’extension Datasmith
Pour lier un outil CAD et BIM à ce logiciel, le module d’extension Datasmith doit être installé. Téléchargez le module d’extension pour votre outil CAD et BIM à partir de la page suivante : https://www.unrealengine.com/fr/datasmith/plugins Exécutez le fichier .msi téléchargé et suivez les instructions à l’écran pour terminer l’installation. Une fois l’installation réussie, l’interface utilisateur de Datasmith est ajoutée. Certains des outils décrits ici sont compatibles avec Datasmith Direct Link, qui est décrite dans la section suivante.
Revit
L’installation du module d’extension Datasmith n’est pas requise lorsque vous utilisez Revit 2024 ou une version ultérieure. Les fonctions de Datasmith sont incluses dans le Menu Twinmotion dans le panneau [Presentation] de l’onglet [View].
Pour utiliser Datasmith, une vue 3D doit être sélectionnée et active dans Revit. Pour Revit 2023 ou une date antérieure, l’onglet [Datasmith] est ajouté au menu supérieur après l’installation du module d’extension Datasmith.

3ds Max
L’onglet [Datasmith] est ajouté au ruban 3ds Max. https://dev.epicgames.com/documentation/fr-CA/unrealengine/the-datasmith-3ds- max-ui-for-exporting-to-unreal-engine
SketchUp Pro
Les fonctions Datasmith sont ajoutées à la barre d’outils. Vous pouvez allez également à [Extensions] > [Datasmith] et exécutez les fonctions de Datasmith proviennent de Menu principal de SketchUp. https://dev.epicgames.com/documentation/fr-CA/unrealengine/using-datasmith- with-sketchup-pro-in-unreal-engine
Rhino
Une barre d’outils ancrable est ajoutée dans Rhino. Pour afficher toutes les commandes Datasmith, ouvrez la fenêtre Gestionnaire des modules d’extension dans Rhino, et sélectionnez le module d’extension [Datasmith Exporter]. https://dev.epicgames.com/documentation/fr-CA/unrealengine/using-datasmith- with-rhino-in-unreal-engine
Archicad
Les options de la barre d’outils Datasmith sont ajoutées au menu [Windows] > [Palettes]. https://dev.epicgames.com/documentation/fr-CA/unrealengine /exporting-datasmith-content-from-archicad-to-unreal-engine
Consultez les guides Datasmith Software Interop pour les spécifications détaillées de chaque outil, les notes d’installation et les procédures pour les outils non décrits ici. https://dev.epicgames.com/documentation/fr- CA/unrealengine/datasmith-software-interop-guides-for-unreal-engine
Attention

  • Les fonctions Datasmith d’Archicad sont considérées comme des caractéristiques bêta ou expérimentales.

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3. Procédure de configuration
3-3. Procédure de liaison à l’aide de Datasmith
Suivez la procédure ci-dessous pour lier ce logiciel à un outil CAD et BIM à l’aide de Datasmith. Effectuez la procédure ci-dessous pour votre outil CAD et BIM.
Étape 1 Démarrez l’outil CAD et BIM.
Étape 2 Activez la fonction Datasmith Direct Link et préparez-vous à établir un lien avec Visualisation CAD et BIM(Étape 3-A). Vous pouvez également enregistrer sur disque le fichier .udatasmith à charger dans Visualisation CAD et BIM (Étape 3-B).

Liste des fonctions courantes de Datasmith

Fonction

Icône Description

Synchroniser avec Direct Link

Envoie les modèles sélectionnés à Visualisation CAD et BIM via la connexion Direct Link. (Étape 3-A)

Activer la synchronisation automatique de Direct Link
Gérer les connexions

Envoie continuellement les modifications et mises à jour à Visualisation CAD et BIM. (Étape 3-A)
Lance la boîte de dialogue État de la connexion.

Exporter vers un fichier Datasmith
Afficher les messages

Enregistre le fichier .udatasmith sur le disque. (Étape 3-B)
Lance la fenêtre Messages et journalisation.

Effectuez la procédure ci-dessous pour Visualisation CAD et BIM.
Procédure de Datasmith Direct Link
Vous pouvez utiliser Datasmith Direct Link pour mettre à jour automatiquement la Visualisation CAD et BIM au fur et à mesure de la mise à jour de l’outil ou pour mettre à jour la Visualisation CAD et BIM en appuyant simplement sur un bouton. Étape 3-A Sélectionnez Visualisation CAD et BIM dans l’élément
[Affichage de réalité spatiale] du menu Démarrer, puis lancez l’application. Étape 4-A Appuyez sur la barre d’espace pour ouvrir le menu [Interaction], puis sélectionnez [Datasmith].
Étape 5-A Dans le panneau Datasmith qui s’affiche, cliquez sur [New]. Étape 6-A Dans [Source], sélectionnez « Direct Link : – {nom du projet}
{nom de l’outil} -XXXX. »

Les icônes et les fonctions peuvent varier selon l’outil CAD et BIM. Pour plus de détails sur les fonctions qui ne sont pas décrites ici, consultez les guides Datasmith Software Interop.
Attention

  • Si Visualisation CAD et BIM ne reconnaît pas l’outil même lorsque la fonction Direct Link est activée, un problème d’authentification de licence ou un autre problème peut être survenu. Connectez-vous à Internet et vérifiez. Si le problème persiste, vérifiez si des erreurs sont affichées dans le journal des messages. * Une fois la connexion Direct Link établie, Visualisation CAD et BIM s’affiche dans Gérer les connexions. Si la synchronisation échoue, vérifiez l’état de la connexion. Si la connexion a été perdue, essayez de recommencer la procédure depuis le début ou essayez de redémarrer l’outil.

Attention

  • Si la fonction Direct Link Auto Sync est activée dans l’outil CAD et BIM, le modèle est automatiquement chargé lorsque la Direct Link correspondante est sélectionnée. Si la fonction Auto Sync n’est pas activée, le modèle est chargé lorsque le bouton [Synchronize with Direct Link] est sélectionné. Jusqu’à ce que vous cliquiez, il sera en attente dans l’état de “Receiving”. Pour plus de détails sur Datasmith Direct Link, consultez également la page suivante : https://dev.epicgames.com/documentation/fr-CA/unreal-engine/usingdatasmith-direct-link-in-unreal-engine

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3. Procédure de configuration
3-3. Procédure de liaison à l’aide de Datasmith
Procédure d’utilisation du fichier Datasmith
Étape 3-B Sélectionnez Visualisation CAD et BIM dans l’élément [Affichage de réalité spatiale] du menu Démarrer, puis lancez l’application.
Étape 4-B Appuyez sur la barre d’espace pour ouvrir le menu [Interaction], puis sélectionnez [Datasmith].
Étape 5-B Dans le panneau Datasmith qui s’affiche, cliquez sur [New].
Étape 6-B Sélectionnez [Use Datasmith File].
Étape 7-B Dans l’explorateur de fichiers qui s’ouvre, spécifiez le fichier .udatasmith enregistré sur le disque.
Attention L’explorateur de fichiers s’ouvre sur l’écran principal et non sur l’affichage de réalité spatiale. Impossible d’utiliser Visualisation CAD et BIM lorsque l’explorateur de fichiers est ouvert. Si le message “Warning” s’affiche, il se peut qu’il y ait un problème avec le fichier “Datasmith”.
Vous pouvez sélectionner plusieurs sources de fichiers Datasmith Direct Link et Datasmith en même temps en cliquant plusieurs fois sur [New]. Vous pouvez également supprimer un lien Datasmith en cliquant sur l’icône de la corbeille située à côté de [Destination]. Vous pouvez modifier la position d’affichage dans Visualisation CAD et BIM en spécifiant des valeurs de décalage pour [Location]. Vous pouvez sélectionner ou désélectionner les cases à cocher pour afficher ou masquer le plancher, l’éclairage et le brouillard par défaut de Visualisation CAD et BIM. Selon le modèle à charger, le plancher ou d’autres objets peuvent se mettre en obstacle, veuillez alors sélectionner les paramètres au besoin.

Procédure après le chargement de Datasmith
Une fois la liaison dans Datasmith terminée, Visualisation CAD et BIM met à jour la zone d’affichage pour afficher le modèle entier importé avec Datasmith. Les opérations décrites ci-dessous peuvent être effectuées pour le modèle importé.

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Vous pouvez vous déplacer à l’intérieur ou autour de l’espace et voir sous n’importe quel angle. Vous pouvez mesurer des éléments liés à l’espace ou à l’architecture. Vous pouvez ajouter ou supprimer des marqueurs pour les mesures au besoin. Vous pouvez supprimer certains éléments liés à l’architecture pour rendre les autres parties de la conception plus clairement visibles. Vous pouvez déplacer des objets pour organiser l’espace et vous pouvez supprimer des objets. Vous pouvez modifier la mise à l’échelle des éléments architecturaux pour effectuer des ajustements visuels rapides.
Attention

  • Lorsqu’une grande quantité de données Datasmith est importée, le FPS peut diminuer, ce qui entraîne une altération de la sensation opérationnelle. Basculez sur « Priorité de traitement » dans l’application Spatial Reality Display Settings, au besoin. Certains types de texture, comme ceux avec des détails fins, peuvent sembler cligner. Cela est dû au mouvement constant des sous-pixels dû au suivi de la tête, caractéristique de l’affichage de réalité spatiale. Le clignotement sur l’affichage de réalité spatiale peut être éliminé en passant à une texture simple dans l’outil CAD et BIM, puis en important avec Datasmith. Une partie de l’état de rendu de la fenêtre d’affichage de l’outil CAD et BIM source peut ne pas être appliquée. Pour plus de détails, consultez les guides Datasmith Software Interop. En cas de diaphonie de l’objet affiché, utilisez les paramètres d’affichage de la réalité spatiale pour effectuer le réglage de la diaphonie. Pour plus de détails, voir la section « Correction de diaphonie » à la page suivante :
    https://www.sony.net/Products/Developer-Spatial- Realitydisplay/en/develop/Setup/SettingTool.html
    Vous ne pouvez pas effectuer de réglages précis pour les arrière-plan, les lumières et les ombres. De plus, vous ne pouvez pas ajuster les textures ou les matériaux du modèle chargé. Si vous souhaitez effectuer ces ajustements, effectuez les modifications dans l’outil CAD et BIM source, ou bien ouvrez et ajustez le projet Visualisation CAD et BIM dans Unreal Editor, comme décrit à la section « 6. Dossiers de projet. »

4. Configuration et fonctionnement de l’écran de base
4-1. Fonctions de la barre d’outils

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Liste des fonctions de la barre d’outils

Icône

Description
Active Fly mode. Dans Fly mode, vous pouvez voler librement autour de la scène dans toutes les directions. Dans ce mode, vous passez par toutes les géométries, quels que soient les paramètres de collision sur les Acteurs. Vous pouvez également activer Fly mode en appuyant sur la touche [U].
Active Walk mode. Dans Walk mode, vous êtes maintenu au sol par la gravité. En vous promenant sur la scène, vous entrez en collision avec tous les objets du niveau qui sont définis avec des volumes de collision. Notez que vous tomberez s’il n’y a pas de surface sur laquelle vous pouvez tenir debout. Vous pouvez également activer Walk mode en appuyant sur la touche [I].
Activez Orbit mode. Dans Orbit mode, vous sélectionnez un point d’intérêt dans le niveau. Ensuite, lorsque vous faites pivoter la caméra, vous vous déplacez autour de ce point d’intérêt, en le gardant au centre de l’écran. Vous pouvez également activer Orbit mode en appuyant sur la touche [O].
Enregistre l’état actuel du visionneur, y compris les annotations et les mesures. Les modèles synchronisés avec Datasmith Direct Link ne sont pas enregistrés.

Activez Viewpoint Sync mode. L’icône devient active après la synchronisation avec l’outil CAD et BIM, si des données de caméra existent dans l’outil. La zone d’affichage du visionneur en fonction des données de la caméra.

Cliquez pour basculer entre le mode 2D et le mode 3D. En mode 2D, le suivi de la fenêtre d’affichage de réalité spatiale s’arrête.

Activez Object Selection mode. Sur l’affichage de réalité spatiale, la zone d’affichage et le point d’intérêt sont visualisés dans le Gizmo. Une nouvelle zone d’affichage et un nouveau point d’intérêt sont définis lorsque vous modifiez le Gizmo dans ce mode.

Icône

Description
Active ou désactive le découpage spatial.
Bascule entre Standard mode et Wall Mount mode.

4-2. Fonctions communes

Liste des fonctions communes
À…
Activer le pointeur laser Ouvrir le menu Interaction
Quitter l’application Allumer/éteindre le plancher

À faire…
Déplacez le curseur de la souris sur l’objet que vous voulez mettre en surbrillance, puis cliquez avec le bouton gauche de la souris. Appuyez sur la barre d’espace. Pour plus de détails sur l’utilisation des éléments de ce menu, reportezvous à la section « 4-3. Fonctions du menu Interaction. » Appuyez sur la touche [Esc].
Appuyez sur la touche [B].

4. Configuration et fonctionnement de l’écran de base

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4-3. Fonctions du menu Interaction

Liste des fonctions du menu Interaction

Étiquet Fonction te
Transfor Move m
Reset
Reset All
Annotati Paint Stroke on
Delete Stroke
Annotate Text Snapsho Take t

Xray

Apply Isolate

Reset All

Description
Lorsque vous sélectionnez un objet dans la scène avec votre pointeur laser, vous pouvez faire glisser le pointeur laser pour déplacer l’objet sélectionné dans l’espace 3D. Lorsque vous sélectionnez un objet dans la scène à l’aide de votre pointeur laser, l’objet sélectionné est remis à sa position et à sa rotation d’origine. Renvoie instantanément tous les objets de la scène à leur position et à leur rotation d’origine. Lorsque ce mode est actif, vous pouvez peindre sur une grille. Lorsque ce mode est actif, vous pouvez sélectionner un coude de peinture avec votre pointeur laser pour le supprimer. Lorsque ce mode est actif, vous pouvez placer, modifier et supprimer des étiquettes de texte 2D. Prend un cliché instantané. Les clichés instantanés sont enregistrés sous forme de fichiers .PNG dans le sousdossier « C:¥Users¥¥AppData¥local¥CADBIMViewer ¥Saved¥Snapshot ». Dans certains cas, l’image produite par la fonction de cliché instantané peut apparaître blanche. Lorsque ce mode est actif, le matériau transparent est appliqué à tout objet que vous sélectionnez dans la scène à l’aide de votre pointeur laser. Lorsque ce mode est actif et que vous sélectionnez un élément de la scène à l’aide de votre pointeur laser, le matériau transparent est appliqué à tous les autres acteurs de la même hiérarchie que l’élément sélectionné. Enlève les matériaux transparents de tous les objets, les ramenant à leurs matériaux d’origine.

Étiquet Fonction te
Measure Add ment
Delete

To Centimeter To Meter

Scale

Bookmar Create

k

Bookmark

(vide)

3D Cut Volume
Datasmi th

Add/Edit
Remove Include / Exclude

Description
Pendant que ce mode est actif, une mesure est établie entre chaque paire de points que vous sélectionnez. Lorsque ce mode est actif, vous pouvez sélectionner une mesure avec votre pointeur laser pour la supprimer. Définit l’unité de mesure en centimètres.
Définit l’unité de mesure sur les compteurs.
Change l’échelle mondiale. La valeur par défaut est 1:1.
Crée un nouveau bookmark. Le bookmark créé est ajouté au sous-menu et peut être sélectionné à nouveau au besoin. Sélectionnez un bookmark dans le sous- menu pour le téléporter vers sa fenêtre d’affichage. Permet de placer ou de transformer 3D Cut Volume.
Supprime 3D Cut Volume. Permet de basculer entre la suppression de la géométrie à l’intérieur ou à l’extérieur de 3D Cut Volume. Ouvre la fenêtre Datasmith. Vous pouvez utiliser Direct Link pour créer un lien vers un outil CAD et BIM et charger des fichiers .udatasmith.

Lorsqu’un mode d’interaction est actif, le nom du mode est affiché en bas à droite de Visualisation CAD et BIM.

5. Explication détaillée de chaque fonction

5-1. Commandes Fly mode

À…

À faire…

Regardez le monde entier à partir de votre position actuelle Déplacez-vous vers l’avant, vers la gauche, vers l’arrière ou vers la droite à partir de votre position actuelle Déplacer la caméra directement vers le haut ou vers le bas le long de l’axe Z global du monde

Cliquez avec le bouton droit de la souris et faites glisser. Appuyez sur les touches [W], [A], [S] et [D]. Vous pouvez également appuyer sur les touches du curseur. Appuyez sur les touches [Q] et [E].

5-2. Commandes Walk mode

À…

À faire…

Regardez le monde entier à partir de votre position actuelle Déplacez-vous vers l’avant, vers la gauche, vers l’arrière ou vers la droite à partir de votre position actuelle

Cliquez avec le bouton droit de la souris et faites glisser. Appuyez sur les touches [W], [A], [S] et [D]. Vous pouvez également appuyer sur les touches du curseur.

5-3. Commandes Orbit mode

À…

À faire…

Diriger l’orbite de la caméra autour du Cliquez avec le bouton droit de la souris

point d’intérêt

et faites glisser.

Changez le point d’intérêt de la

Cliquez sur le bouton central de la

caméra par un nouvel emplacement, en souris.

restant au niveau de zoom actuel

Choisissez un nouveau point d’intérêt Double-cliquez sur le bouton central de

et zoomez pour l’adapter à l’objet

la souris.

sélectionné dans la fenêtre

d’affichage

Faites un zoom en avant ou en arrière Tournez la molette de la souris.

sur le point d’intérêt actuel

Dérouler la caméra vers la gauche, la droite, vers le haut ou vers le bas

Cliquez sur le bouton central de la souris et faites glisser.

5-4. Commandes Viewpoint Sync mode
L’icône Viewpoint Sync Mode est actif lorsque des informations sur l’appareil photo figurent dans les données importées avec Datasmith. Lorsque ce mode est activé, la fenêtre d’affichage et la zone d’affichage dans Visualisation CAD et BIM changent en fonction des informations sur la caméra dans Datasmith. Dans Viewpoint Sync Mode, vous ne pouvez pas déplacer la fenêtre d’affichage dans Visualisation CAD et BIM. Si vous souhaitez déplacer la fenêtre d’affichage, activez Fly mode, Walk mode ou Orbit mode.

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État des outil CAD et BIM

Avant la synchronisation

Après la synchronisation

Attention
· Object Selection mode et Bookmark mode ne sont pas disponibles lorsque vous utilisez Viewpoint Sync mode.
· Chaque outil CAD et BIM a des spécifications différentes pour le moment de la synchronisation des informations de la caméra. Par exemple, dans 3ds Max, les informations gratuites de la caméra sont toujours synchronisées avec le Visualisation CAD et BIM. En revanche, l’information n’est pas toujours synchronisée dans Revit. Pour appliquer les informations de la caméra, faites la mise au point sur la vue pour laquelle vous souhaitez définir la zone de cadrage dans la vue 3D. Ensuite, établissez une connexion Datasmith pour appliquer les informations de la caméra. Pour plus de détails sur chaque outil, consultez les descriptions des outils dans les guides Datasmith Software Interop.
· L’activation du mode Viewpoint Sync mode réinitialisera le point de focalisation actuel. Pour définir un nouveau point de focalisation, cliquez sur le bouton du milieu de la souris en Orbit mode.

5. Explication détaillée de chaque fonction

5-5. Object Selection mode

Lorsque vous entrez dans Object Selection mode, la zone d’affichage actuelle et le point d’intérêt sur l’affichage de réalité spatiale sont visualisés dans le Gizmo. La zone située à l’extérieur des limites de Gizmo est floue. Dans cet état, vous pouvez définir une nouvelle zone d’affichage et un nouveau point d’intérêt en effectuant les opérations décrites ci-dessous.

À…

À faire…

Définir la zone d’affichage en fonction de l’objet Définir la zone d’affichage pour qu’elle corresponde à toute la hiérarchie des objets Ajuster la zone d’affichage

Cliquez avec le bouton du milieu sur l’objet de la scène. Appuyez sur [Ctrl] et faites un clic du milieu sur l’objet de la scène. Normalement, toute la zone du modèle importée avec Datasmith est sélectionnée. Vous pouvez faire glisser la souris pour transférer, faire pivoter ou mettre à l’échelle le Gizmo affiché.

Lorsque vous quittez Object Selection mode, la zone d’affichage et les points d’intérêt dans l’affichage de réalité spatiale est modifié en fonction de la nouvelle configuration de Gizmo.

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Attention * Dans certains cas, il se peut que vous ne puissiez pas sélectionner un objet complexe ou éloigné. Essayez de déplacer la fenêtre d’affichage et de sélectionner à nouveau.
5-6. Basculement entre Standard mode et Wall Mount mode
Utilisez Wall Mount mode lorsque l’ELF-SR2 est monté verticalement, par exemple sur un bras de moniteur. Lorsque Wall Mount mode est activé, le point de vue est modifié afin que l’espace puisse être visualisé directement devant le panneau. De plus, vous pouvez l’utiliser en même temps que Walk mode pour faire l’expérience d’une visite pas à pas dans Visualisation CAD et BIM. Standard mode est défini par défaut. Lorsque Wall Mount mode est activé, le paramètre est conservé même après la fermeture de l’application.

L’objet de voiture est sélectionné dans Object Selection mode.

Après avoir quitté Object Selection mode, la zone d’affichage est modifiée pour s’adapter à la voiture.

  • Le stand présenté ici est à titre indicatif seulement.
    Attention * Wall Mount mode n’est efficace que pour l’ELF-SR2. De plus, une version 2.3.0 ou ultérieure du SDK est requise.

5. Explication détaillée de chaque fonction
5-7. Découpage spatial
Vous pouvez découper la zone d’affichage sur l’affichage de réalité spatiale, de sorte que seule une certaine partie de la zone devant l’affichage de réalité spatiale est affiché. Par défaut, le découpage spatial est activé.
Attention Assurez-vous de lire ces informations, car elles sont importantes pour la santé de l’utilisateur. Lorsque des objets sont placés à l’extérieur de la zone d’affichage de l’affichage de réalité spatiale, l’utilisateur peut ressentir de l’inconfort ou des effets néfastes sur la santé. Effectuez les opérations de manière à ce que les objets ne s’étendent pas au-delà de la zone d’affichage de l’affichage de réalité spatiale ou activez cette fonction pour masquer les pièces qui se trouvent à l’extérieur. Le découpage spatial modifie la matrice de projection, ce qui entraîne une modification de la profondeur. Par conséquent, certaines lumières et ombres peuvent ne pas être rendues comme prévu.

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5-8. Fonction Bookmark
Vous pouvez enregistrer la position actuelle comme un nouveau bookmark. Le nouveau bookmark s’affiche sous forme d’option dans la liste du menu [Bookmarks]. Ce bookmark est enregistré et sera disponible lors du rechargement.
Étape 1 Déplacez-vous vers l’emplacement pour lequel vous souhaitez enregistrer un bookmark.
Étape 2 Ouvrez le menu [Interaction] et sélectionnez [Bookmark].
Étape Dans le menu [Bookmark], sélectionnez [Create Bookmark]. Étape 4 Donnez un nom au nouveau bookmark et cliquez sur le
bouton [+Add].
Vous pouvez supprimer un bookmark enregistré en cliquant sur l’icône de corbeille située à côté du bookmark enregistré dans le menu [Create Bookmark].

5. Explication détaillée de chaque fonction
5-9. Fonction Measurement
Vous pouvez mesurer la distance entre deux points dans Visualisation CAD et BIM.
Démarrer Measurement
Étape 1 Déplacez vers une position à côté de la zone à. mesurer
Étape 2 Dans le menu [Interaction], sélectionnez [Measurement], puis sélectionnez [Add].
Étape Sélectionnez le point de départ de la mesure, puis sélectionnez le point de fin de mesure.

5-10. 3D Cut
Vous pouvez couper la géométrie en fonction du volume du cube 3D et choisir de conserver la géométrie à l’intérieur ou à l’extérieur du volume. Le cube 3D peut être transféré, tourné et mis à l’échelle. Le matériau de la géométrie qui se croise avec le volume est temporairement remplacé par un matériau gris personnalisé pour prendre en charge cette opération.

cFR

Deleting a Measurement
Étape 1 Dans le menu [Interaction], sélectionnez [Measurement], puis sélectionnez [Delete].
Étape 2 Pointez votre laser sur la mesure que vous voulez supprimer, puis sélectionnez-la.
Les dimensions définies à l’aide de l’outil CAD et BIM sont également conservées dans Visualisation CAD et BIM.

5. Explication détaillée de chaque fonction
5-11. Scale
Vous pouvez librement définir l’échelle pour le monde entier. Vous pouvez augmenter la taille pour visualiser et interagir avec un modèle à échelle réelle comme s’il s’agissait d’une maquette ou vous pouvez réduire la taille pour observer les détails avec un mouvement plus précis.
L’échelle peut être modifiée à l’aide de la barre coulissante du menu Interaction. L’image ci-dessous montre un exemple de multiplication du monde par 10.

cFR

6. Dossiers de projet
6-1. Aperçu des dossiers de projet
Les fichiers de projet pouvant être modifiés dans Unreal Editor sont disponibles pour les utilisateurs qui souhaitent modifier l’arrière-plan dans Visualisation CAD et BIM, ajuster les paramètres de rendu tels que les lumières et les ombres ou ajuster les objets importés avec Datasmith. Vous pouvez utiliser ces fichiers pour personnaliser précisément Visualisation CAD et BIM en fonction de vos besoins. Pour utiliser les fichiers de projet, vous devez avoir installé Epic Games Launcher, Unreal Engine 5.3.2 et Visual Studio. Pour plus d’informations, telles que la version recommandée de Visual Studio, consultez la page au lien ci-dessous. Visual Studio peut ne pas démarrer si la version recommandée n’est pas utilisée.
https://dev.epicgames.com/documentation/en-US/unrealengine/setting-up-visual- studio-development-environment-forcplusplus-projects-in-unreal-engine
6-2. Utilisation des fichiers de projet
1. Téléchargez le fichier « CADBIMViewerProject_x.y.z.nnnnn.zip ». 2. Extraire « CADBIMViewerProject_x.y.z.nnnnn.zip » dans le dossie r de votre choix. N’utilisez aucun caractère japonais dans le chem in d’accès au dossier. 3. Cliquez avec le bouton droit de la souris sur « CADBIMViewer.u project » et sélectionnez [Switch Unreal Engine version…] dans le menu contextuel. 4.Dans la fenêtre de dialogue [Select Unreal Engine Version] qui s’ouvre, sélectionnez la version 5.3. 5.Double-cliquez sur « CADBIMViewer.uproject. » 6.Dans la boîte de dialogue [Missing CADBIMViewer Modules] qui s’ouvre, cliquez sur [Oui]. 7.Unreal Editor démarre. Le démarrage initial peut prendre quelqu es minutes. 8.Activez VR Preview mode.

Attention

  • Si vous activez VR Preview mode alors qu’Unreal Editor s’exécute en arrière-plan immédiatement après le démarrage, il se peut qu’une partie de l’affichage ne s’affiche pas correctement. Patientez un moment avant d’activer VR Preview mode.

cFR

6-3. Conseils de personnalisation
Visualisation CAD et BIM a été créé en modifiant les modèles Collab Viewer d’Unreal Engine et en incorporant un module d’extension SDK de l’affichage de réalité spatiale pour Unreal Engine. Consultez les pages aux liens ci-dessous lorsque vous effectuez la personnalisation.
Modèles Collab Viewer https://dev.epicgames.com/documentation/fr- CA/unrealengine/collab-viewer-templates-in- unrealengine?application_version=5.3
Site pour concepteurs du SDK pour l’affichage de réalité spatiale https://www.sony.net/Products/Developer-Spatial- Realitydisplay/en/develop/Overview.html
Attention

  • Si le projet a été empaqueté en tant que Shipping build, Datasmith Direct Link est désactivé. Si vous souhaitez empaqueter un projet en tant que Shipping build, obtenez et modifiez le code source de la version 5.3.2 d’Unreal Engine avant de créer. Consultez les forums de la communauté Unreal Engine, au besoin.
    https://forums.unrealengine.com/categories?tag=unreal-engine

7. Autre
7-1. Informations sur les versions
La version de ce logiciel est v1.0.0.
7-2. Informations sur la mise à jour de ce plugin
Des informations sur la mise à jour de ce plugin sont disponibles sur les sites suivant :
App Select https://sony.net/app-srd
Site pour concepteurs https://sony.net/dev-srd
7-3. À propos des marques de commerce
· uses Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere. Unreal® Engine, Copyright 1998 ­ 2024, Epic Games, Inc. All rights reserved.
· Autodesk, the Autodesk logo, Revit ®, Navisworks® and 3ds Max ® are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries.
· SketchUp® pro is a trademark of Trimble Inc. · Rhino® is trademark of TLM, Inc. · ARCHICAD ® is trademark of GRAPHISOFT SE. · Microsoft, Microsoft Windows, Microsoft Windows10, Microsoft
Windows11, Microsoft DirectX are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. · * GeForce RTX is a trademark and/or a registered trademark of · NVIDIA Corporation in the U.S. and/or other countries.

cFR Publié en juillet 2024 (version 1.0 du manuel)

CAD & BIM
version 1.0.0
JP Operating Instructions EN
Mode d’emploi cFR CS
20247 (manual version 1.0)

CS

1. 1-1. CAD & BIM 1-2. PC 1-3. 1-4.
2. 2-1. SR DisplayPC 2-2. SR Display Settings 2-3. PC
3. 3-1. CAD & BIM 3-2. Datasmith plugin 3-3. Datasmith Direct link
4. 4-1. 4-2. 4-3.

  1. 5-1. 5-2. 5-3. 5-4. 5-5. 5-6. Standard modeWall mount mode 5-7. Spatial Clipping 5-8. BookMark 5-9. 5-10. 3D Cut 5-11. Scale

  2. 6-1. 6-2. 6-3.

  3. 7-1. 7-2. 7-3.

CS
2.

1-1. CAD & BIM
DatasmithCAD & BIM Autodesk Revit SketchUp Pro Rhino ARCHICAD Autodesk 3ds Max

1-2. PC

CPU
GPU
Memory Storage
OS

i5-6 core or faster PassMark – G3D Mark score
18,000 or higher (GeForce RTX2070 SUPER equivalent)
16GB or larger SSD
Windows10(64bit) / Windows11

1-3.
SR Display ELF-SR1 ELF-SR2

1-4.
Unreal Engine 5.3 https://www.unrealengine.com/zh-CN/datasmith/plugins RevitSketchUp ProRhino ARCHICAD3ds Max5.3

2-1. SR DisplayPC
PCSpatial Reality Display Settings 2.3.0
https://www.sony.net/Products/Developer-Spatial-Reality- display/zhCN/develop/Setup/DownloadInfo.html
2-2. SR Display Settings
Spatial Reality Display Settings Spatial Reality Display Settings
https://www.sony.net/Products/Developer-Spatial-Reality- display/zhCN/develop/Setup/SettingTool.html
2-3. PC
CAD & BIMPC “” 100%100%3D

CS
3.

3-1. CAD & BIM
CADBIMViewer-x.x.x.xxxxx.msi x.x.x.xxxxxx)

  • *””
    3-2. Datasmith plugin
    DatasmithCAD & BIM CAD & BIM https://www.unrealengine.com/zh- CN/datasmith/plugins msiDatasmith Datasmith Direct link
    Revit
    Revit 2024 [][]Twinmotion Datasmith DatasmithRevit3D Revit 2023[Datasmith]

SketchUp Pro
Datasmith [Extensions] > [Datasmith] SketchUp https://dev.epicgames.com/documentation/zh-CN/unreal-engine/usingdatasmith- with-sketchup-pro-in-unreal-engine
Rhino
Rhino Datasmith Rhino [Datasmith Exporter]https://dev.epicgames.com/documentation/zhCN/unreal-engine/using- datasmith-with-rhino-in-unreal-engine
Archicad
DatasmithWindows>Palettes https://dev.epicgames.com/documentation/zh-CN /unreal-engine/exportingdatasmith-content-from-archicad-to-unreal-engine
Datasmith https://dev.epicgames.com/documentation/zh-CN/unreal-engine /datasmithsoftware-interop-guides-for-unreal-engine

3ds Max
Datasmith3ds Max https://dev.epicgames.com/documentation/zh-CN/unreal-engine /thedatasmith-3ds-max-ui-for-exporting-to-unreal-engine

  • Archicad Datasmith

3-3. Datasmith Direct link
DatasmithCAD & BIMCAD & BIM

1 CAD & BIM

2

Datasmith Direct LinkCAD & BIM( 3-A)udatasmithCAD & BIM( 3-B)

Datasmith

Direct Link

Direct Link

Direct linkCAD & BIM( 3-A) CAD & BIM ( 3-A)

Datasmith

udatasmith( 3-B)

CAD & BIM Datasmith

Direct LinkCAD & BIM Direct LinkCAD & BIM

CS
CAD & BIM
Datasmith Direct link
Datasmith Direct linkCAD & BIM CAD & BIM 3-A “”””CAD & BIM
4-A [Interaction][Datasmith] 5-A DatasmithNew 6-A SourceDirect Link:-{project name}{tool name}-XXXX”
CAD & BIMDirect LinkDirect Link ””Direct Link “Receiving” *Datasmith Direct Link https://dev.epicgames.com/documentation/zh-CN/unreal-engine/using-datasmithdirect-link-in-unreal-engine

  1. 3-3. Datasmith Direct link
    Datasmith
    3-B “”CAD & BIM
    4-B [Interaction][Datasmith] 5-B Datasmith[New] 6-B [Use Datasmith File] 7-B udatasmith
  • udatasmith * “Warning”Datasmith
    NewDatasmith Direct linkDatasmith file Source DestinationDatasmith [Location]offsetCAD & BIM CAD & BIM

CS
Datasmith
DatasmithCAD & BIM Datasmith
· · · ·

CS
4.
4-1.

Actor [U] [I]

/Spatial Clipping
Standard modeWall mount mode

[O] Datasmith Direct link
CAD & BIM
2D/3D2D
Gizmo Gizmo

4-2.

/

[Space] “4-3.” [Esc] [B]

CS
4.

4-3.

Transfor Move m
Reset

Reset All

Annotati Paint Stroke

on

Delete

Stroke

Annotate

Text Snapsho Take t

Xray

Apply Isolate
Reset All

3D Measure Add

ment

Delete
To Centimeter To Meter

Scale

Bookma Create

2D

rk

Bookmark

(blank)

.PNG “C:¥Users¥¥AppData¥local¥CADBI MViewer¥Saved¥Snapshot ”

3D Cut Volume

Datasmi th

Add/Edit
Remove Include / Exclude

“1:1”

3D Volume cut
3D Volume cut 3D Volume cutVolume Datasmith WindowDirectLinkCAD & BIM udatasmith

CAD & BIM

  1. 5-1.
    Z

CS

“W””A””S””D” “Q””E”

5-4.
Datasmith CAD & BIMDatasmith CAD & BIM “”””””

5-2.

“W””A””S””D”

5-3.

CADBIM

  • CAD & BIM3ds Max CAD & BIMRevit 3D Datasmith”Datasmith ” ””

5-5.
Gizmo Gizmo

“Ctrl+” Datasmith Gizmo

Gizmo

CS 5-6. Standard modeWall mount mode
ELF-SR2 Wall mount mode Wall mount mode CAD & BIMStandard modeWall mount mode

*ELF-SR2SDK ver.2.3.0

  1. 5-7. Spatial Clipping

CS
5-8. BookMark

  • *Spatial Clipping

1 2 [Interaction] [Bookmark] 3 [Bookmark][Create Bookmark] 4 [+Add (+ )] [Create Bookmark]

  1. 5-9.
    CAD & BIM

1

2 3

[Interaction ()] [Measurement ()] [Add ()]

CS
5-10. 3D Cut
3D 3D

1 2

[Interaction ()] [Measurement ()] [Delete ()]

CAD & BIMCAD & BIM

CS
5.
5-11. Scale
10

  1. 6-1.
    CAD & BIM DatasmithUnreal Editor CAD & BIM Epic Games LauncherUnreal Engine 5.3.2Visual StudioVisual Studio
    https://dev.epicgames.com/documentation/zh-CN/unreal-engine/settingup-visual- studio-development-environment-for-cplusplus-projects-inunreal-engine
    6-2.
    1.CADBIMViewerProject_x.y.z.nnnnn.zip 2.CADBIMViewerProject_x.y.z.nnnnn.zip 3.CADBIMViewer.uproject”Switch Unreal En gine version…” 4.””version 5.3 5.CADBIMViewer.uproject 6.”Missing CADBIMViewer Modules””Yes” 7.Unreal Editor 8.VR
    *Unreal EditorVR

CS
6-3.
CAD & BIMCollab Viewer SDK
Collab Viewer https://dev.epicgames.com/documentation/zh-CN/unrealengine /collab-viewer-templates-in-unrealengine?application_version=5.3
SDK https://www.sony.net/Products/Developer-Spatial-Realitydisplay/zh- CN/develop/Overview.html

  1. 7-1.
    v1.0.0
    7-2.

https://sony.net/app-srd
https://sony.net/dev-srd
7-3.
· uses Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere. Unreal® Engine, Copyright 1998 ­ 2024, Epic Games, Inc. All rights reserved.
· Autodesk, the Autodesk logo, Revit ®, Navisworks® and 3ds Max ® are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries.
· SketchUp® pro is a trademark of Trimble Inc. · Rhino® is trademark of TLM, Inc. · ARCHICAD ® is trademark of GRAPHISOFT SE. · Microsoft, Microsoft Windows, Microsoft Windows10, Microsoft Windows11,
Microsoft DirectX are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. · * GeForce RTX is a trademark and/or a registered trademark of · NVIDIA Corporation in the U.S. and/or other countries.

CS 20247 (manual version 1.0)

NOTICES AND LICENSES FOR SOFTWARE USED IN THIS PRODUCT
hyperion
MIT License
Copyright (c) 2022 krait-games
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
oidn
Apache License Version 2.0, January 2004 http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
“License” shall mean the terms and conditions for use, reproduction, and distribution as defined by Sections 1 through 9 of this document.
“Licensor” shall mean the copyright owner or entity authorized by the copyright owner that is granting the License.
“Legal Entity” shall mean the union of the acting entity and all other entities that control, are controlled by, or are under common

control with that entity. For the purposes of this definition, “control” means (i) the power, direct or indirect, to cause the direction or management of such entity, whether by contract or otherwise, or (ii) ownership of fifty percent (50%) or more of the outstanding shares, or (iii) beneficial ownership of such entity.
“You” (or “Your”) shall mean an individual or Legal Entity exercising permissions granted by this License.
“Source” form shall mean the preferred form for making modifications, including but not limited to software source code, documentation source, and configuration files.
“Object” form shall mean any form resulting from mechanical transformation or translation of a Source form, including but not limited to compiled object code, generated documentation, and conversions to other media types.
“Work” shall mean the work of authorship, whether in Source or Object form, made available under the License, as indicated by a copyright notice that is included in or attached to the work (an example is provided in the Appendix below).
“Derivative Works” shall mean any work, whether in Source or Object form, that is based on (or derived from) the Work and for which the editorial revisions, annotations, elaborations, or other modifications represent, as a whole, an original work of authorship. For the purposes of this License, Derivative Works shall not include works that remain separable from, or merely link (or bind by name) to the interfaces of, the Work and Derivative Works thereof.
“Contribution” shall mean any work of authorship, including the original version of the Work and any modifications or additions to that Work or Derivative Works thereof, that is intentionally submitted to Licensor for inclusion in the Work by the copyright owner or by an individual or Legal Entity authorized to submit on behalf of the copyright owner. For the purposes of this definition, “submitted” means any form of electronic, verbal, or written communication sent to the Licensor or its representatives, including but not limited to communication on electronic mailing lists, source code control systems, and issue tracking systems that are managed by, or on behalf of, the Licensor for the purpose of discussing and improving the Work, but excluding communication that is conspicuously marked or otherwise designated in writing by the copyright owner as “Not a Contribution.”
“Contributor” shall mean Licensor and any individual or Legal Entity on behalf of whom a Contribution has been received by Licensor and subsequently incorporated within the Work.

2. Grant of Copyright License. Subject to the terms and conditions of this License, each Contributor hereby grants to You a perpetual, worldwide, non- exclusive, no-charge, royalty-free, irrevocable copyright license to reproduce, prepare Derivative Works of, publicly display, publicly perform, sublicense, and distribute the Work and such Derivative Works in Source or Object form.
3. Grant of Patent License. Subject to the terms and conditions of this License, each Contributor hereby grants to You a perpetual, worldwide, non- exclusive, no-charge, royalty-free, irrevocable (except as stated in this section) patent license to make, have made, use, offer to sell, sell, import, and otherwise transfer the Work, where such license applies only to those patent claims licensable by such Contributor that are necessarily infringed by their Contribution(s) alone or by combination of their Contribution(s) with the Work to which such Contribution(s) was submitted. If You institute patent litigation against any entity (including a cross-claim or counterclaim in a lawsuit) alleging that the Work or a Contribution incorporated within the Work constitutes direct or contributory patent infringement, then any patent licenses granted to You under this License for that Work shall terminate as of the date such litigation is filed.
4. Redistribution. You may reproduce and distribute copies of the Work or Derivative Works thereof in any medium, with or without modifications, and in Source or Object form, provided that You meet the following conditions:
(a) You must give any other recipients of the Work or Derivative Works a copy of this License; and
(b) You must cause any modified files to carry prominent notices stating that You changed the files; and
(c) You must retain, in the Source form of any Derivative Works that You distribute, all copyright, patent, trademark, and attribution notices from the Source form of the Work, excluding those notices that do not pertain to any part of the Derivative Works; and
(d) If the Work includes a “NOTICE” text file as part of its distribution, then any Derivative Works that You distribute must include a readable copy of the attribution notices contained within such NOTICE file, excluding those notices that do not pertain to any part of the Derivative Works, in at least one of the following places: within a NOTICE text file distributed as part of the Derivative Works; within the Source form or

documentation, if provided along with the Derivative Works; or, within a display generated by the Derivative Works, if and wherever such third-party notices normally appear. The contents of the NOTICE file are for informational purposes only and do not modify the License. You may add Your own attribution notices within Derivative Works that You distribute, alongside or as an addendum to the NOTICE text from the Work, provided that such additional attribution notices cannot be construed as modifying the License.
You may add Your own copyright statement to Your modifications and may provide additional or different license terms and conditions for use, reproduction, or distribution of Your modifications, or for any such Derivative Works as a whole, provided Your use, reproduction, and distribution of the Work otherwise complies with the conditions stated in this License.
5. Submission of Contributions. Unless You explicitly state otherwise, any Contribution intentionally submitted for inclusion in the Work by You to the Licensor shall be under the terms and conditions of this License, without any additional terms or conditions. Notwithstanding the above, nothing herein shall supersede or modify the terms of any separate license agreement you may have executed with Licensor regarding such Contributions.
6. Trademarks. This License does not grant permission to use the trade names, trademarks, service marks, or product names of the Licensor, except as required for reasonable and customary use in describing the origin of the Work and reproducing the content of the NOTICE file.
7. Disclaimer of Warranty. Unless required by applicable law or agreed to in writing, Licensor provides the Work (and each Contributor provides its Contributions) on an “AS IS” BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied, including, without limitation, any warranties or conditions of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A PARTICULAR PURPOSE. You are solely responsible for determining the appropriateness of using or redistributing the Work and assume any risks associated with Your exercise of permissions under this License.
8. Limitation of Liability. In no event and under no legal theory, whether in tort (including negligence), contract, or otherwise, unless required by applicable law (such as deliberate and grossly negligent acts) or agreed to in writing, shall any Contributor be liable to You for damages, including any direct, indirect, special, incidental, or consequential damages of any character arising as a result of this License or out of the use or inability to use the Work (including but not limited to damages for loss of goodwill,

work stoppage, computer failure or malfunction, or any and all other commercial damages or losses), even if such Contributor has been advised of the possibility of such damages.
9. Accepting Warranty or Additional Liability. While redistributing the Work or Derivative Works thereof, You may choose to offer, and charge a fee for, acceptance of support, warranty, indemnity, or other liability obligations and/or rights consistent with this License. However, in accepting such obligations, You may act only on Your own behalf and on Your sole responsibility, not on behalf of any other Contributor, and only if You agree to indemnify, defend, and hold each Contributor harmless for any liability incurred by, or claims asserted against, such Contributor by reason of your accepting any such warranty or additional liability.
END OF TERMS AND CONDITIONS
APPENDIX: How to apply the Apache License to your work.
To apply the Apache License to your work, attach the following boilerplate notice, with the fields enclosed by brackets “[]” replaced with your own identifying information. (Don’t include the brackets!) The text should be enclosed in the appropriate comment syntax for the file format. We also recommend that a file or class name and description of purpose be included on the same “printed page” as the copyright notice for easier identification within third-party archives.
Copyright [yyyy] [name of copyright owner] Licensed under the Apache License, Version 2.0 (the “License”); you may not use this file except in compliance with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an “AS IS” BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
radeon_gpu_analyzer
Copyright (c) 2024 Advanced Micro Devices, Inc. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy

of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
UnrealDebugFramework
MIT License
Copyright (c) 2023 klesk88
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
UnrealThemeModern
MIT License
Copyright (c) 2020 larssteenhoff

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
eos_plugin_for_unity
/ Copyright (c) 2021 PlayEveryWare Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
extension-eos

MIT License
Copyright (c) 2023 Defold
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
KApp
MIT License
Copyright (c) 2020 King19931229
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

LuxCore
Apache License Version 2.0, January 2004 http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
“License” shall mean the terms and conditions for use, reproduction, and distribution as defined by Sections 1 through 9 of this document.
“Licensor” shall mean the copyright owner or entity authorized by the copyright owner that is granting the License.
“Legal Entity” shall mean the union of the acting entity and all other entities that control, are controlled by, or are under common control with that entity. For the purposes of this definition, “control” means (i) the power, direct or indirect, to cause the direction or management of such entity, whether by contract or otherwise, or (ii) ownership of fifty percent (50%) or more of the outstanding shares, or (iii) beneficial ownership of such entity.
“You” (or “Your”) shall mean an individual or Legal Entity exercising permissions granted by this License.
“Source” form shall mean the preferred form for making modifications, including but not limited to software source code, documentation source, and configuration files.
“Object” form shall mean any form resulting from mechanical transformation or translation of a Source form, including but not limited to compiled object code, generated documentation, and conversions to other media types.
“Work” shall mean the work of authorship, whether in Source or Object form, made available under the License, as indicated by a copyright notice that is included in or attached to the work (an example is provided in the Appendix below).
“Derivative Works” shall mean any work, whether in Source or Object form, that is based on (or derived from) the Work and for which the editorial revisions, annotations, elaborations, or other modifications represent, as a whole, an original work of authorship. For the purposes of this License, Derivative Works shall not include works that remain separable from, or merely link (or bind by name) to the interfaces of,

the Work and Derivative Works thereof.
“Contribution” shall mean any work of authorship, including the original version of the Work and any modifications or additions to that Work or Derivative Works thereof, that is intentionally submitted to Licensor for inclusion in the Work by the copyright owner or by an individual or Legal Entity authorized to submit on behalf of the copyright owner. For the purposes of this definition, “submitted” means any form of electronic, verbal, or written communication sent to the Licensor or its representatives, including but not limited to communication on electronic mailing lists, source code control systems, and issue tracking systems that are managed by, or on behalf of, the Licensor for the purpose of discussing and improving the Work, but excluding communication that is conspicuously marked or otherwise designated in writing by the copyright owner as “Not a Contribution.”
“Contributor” shall mean Licensor and any individual or Legal Entity on behalf of whom a Contribution has been received by Licensor and subsequently incorporated within the Work.
2. Grant of Copyright License. Subject to the terms and conditions of this License, each Contributor hereby grants to You a perpetual, worldwide, non- exclusive, no-charge, royalty-free, irrevocable copyright license to reproduce, prepare Derivative Works of, publicly display, publicly perform, sublicense, and distribute the Work and such Derivative Works in Source or Object form.
3. Grant of Patent License. Subject to the terms and conditions of this License, each Contributor hereby grants to You a perpetual, worldwide, non- exclusive, no-charge, royalty-free, irrevocable (except as stated in this section) patent license to make, have made, use, offer to sell, sell, import, and otherwise transfer the Work, where such license applies only to those patent claims licensable by such Contributor that are necessarily infringed by their Contribution(s) alone or by combination of their Contribution(s) with the Work to which such Contribution(s) was submitted. If You institute patent litigation against any entity (including a cross-claim or counterclaim in a lawsuit) alleging that the Work or a Contribution incorporated within the Work constitutes direct or contributory patent infringement, then any patent licenses granted to You under this License for that Work shall terminate as of the date such litigation is filed.
4. Redistribution. You may reproduce and distribute copies of the Work or Derivative Works thereof in any medium, with or without modifications, and in Source or Object form, provided that You meet the following conditions:

(a) You must give any other recipients of the Work or Derivative Works a copy of this License; and
(b) You must cause any modified files to carry prominent notices stating that You changed the files; and
(c) You must retain, in the Source form of any Derivative Works that You distribute, all copyright, patent, trademark, and attribution notices from the Source form of the Work, excluding those notices that do not pertain to any part of the Derivative Works; and
(d) If the Work includes a “NOTICE” text file as part of its distribution, then any Derivative Works that You distribute must include a readable copy of the attribution notices contained within such NOTICE file, excluding those notices that do not pertain to any part of the Derivative Works, in at least one of the following places: within a NOTICE text file distributed as part of the Derivative Works; within the Source form or documentation, if provided along with the Derivative Works; or, within a display generated by the Derivative Works, if and wherever such third-party notices normally appear. The contents of the NOTICE file are for informational purposes only and do not modify the License. You may add Your own attribution notices within Derivative Works that You distribute, alongside or as an addendum to the NOTICE text from the Work, provided that such additional attribution notices cannot be construed as modifying the License.
You may add Your own copyright statement to Your modifications and may provide additional or different license terms and conditions for use, reproduction, or distribution of Your modifications, or for any such Derivative Works as a whole, provided Your use, reproduction, and distribution of the Work otherwise complies with the conditions stated in this License.
5. Submission of Contributions. Unless You explicitly state otherwise, any Contribution intentionally submitted for inclusion in the Work by You to the Licensor shall be under the terms and conditions of this License, without any additional terms or conditions. Notwithstanding the above, nothing herein shall supersede or modify the terms of any separate license agreement you may have executed with Licensor regarding such Contributions.
6. Trademarks. This License does not grant permission to use the trade names, trademarks, service marks, or product names of the Licensor, except as required for reasonable and customary use in describing the origin of the Work and reproducing the content of the NOTICE file.

7. Disclaimer of Warranty. Unless required by applicable law or agreed to in writing, Licensor provides the Work (and each Contributor provides its Contributions) on an “AS IS” BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied, including, without limitation, any warranties or conditions of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A PARTICULAR PURPOSE. You are solely responsible for determining the appropriateness of using or redistributing the Work and assume any risks associated with Your exercise of permissions under this License.
8. Limitation of Liability. In no event and under no legal theory, whether in tort (including negligence), contract, or otherwise, unless required by applicable law (such as deliberate and grossly negligent acts) or agreed to in writing, shall any Contributor be liable to You for damages, including any direct, indirect, special, incidental, or consequential damages of any character arising as a result of this License or out of the use or inability to use the Work (including but not limited to damages for loss of goodwill, work stoppage, computer failure or malfunction, or any and all other commercial damages or losses), even if such Contributor has been advised of the possibility of such damages.
9. Accepting Warranty or Additional Liability. While redistributing the Work or Derivative Works thereof, You may choose to offer, and charge a fee for, acceptance of support, warranty, indemnity, or other liability obligations and/or rights consistent with this License. However, in accepting such obligations, You may act only on Your own behalf and on Your sole responsibility, not on behalf of any other Contributor, and only if You agree to indemnify, defend, and hold each Contributor harmless for any liability incurred by, or claims asserted against, such Contributor by reason of your accepting any such warranty or additional liability.
END OF TERMS AND CONDITIONS
APPENDIX: How to apply the Apache License to your work.
To apply the Apache License to your work, attach the following boilerplate notice, with the fields enclosed by brackets “[]” replaced with your own identifying information. (Don’t include the brackets!) The text should be enclosed in the appropriate comment syntax for the file format. We also recommend that a file or class name and description of purpose be included on the same “printed page” as the copyright notice for easier identification within third-party archives.
Copyright [yyyy] [name of copyright owner]

Licensed under the Apache License, Version 2.0 (the “License”); you may not use this file except in compliance with the License. You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an “AS IS” BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
ospray
Apache License Version 2.0, January 2004 http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
“License” shall mean the terms and conditions for use, reproduction, and distribution as defined by Sections 1 through 9 of this document.
“Licensor” shall mean the copyright owner or entity authorized by the copyright owner that is granting the License.
“Legal Entity” shall mean the union of the acting entity and all other entities that control, are controlled by, or are under common control with that entity. For the purposes of this definition, “control” means (i) the power, direct or indirect, to cause the direction or management of such entity, whether by contract or otherwise, or (ii) ownership of fifty percent (50%) or more of the outstanding shares, or (iii) beneficial ownership of such entity.
“You” (or “Your”) shall mean an individual or Legal Entity exercising permissions granted by this License.
“Source” form shall mean the preferred form for making modifications, including but not limited to software source code, documentation source, and configuration files.
“Object” form shall mean any form resulting from mechanical transformation or translation of a Source form, including but

not limited to compiled object code, generated documentation, and conversions to other media types.
“Work” shall mean the work of authorship, whether in Source or Object form, made available under the License, as indicated by a copyright notice that is included in or attached to the work (an example is provided in the Appendix below).
“Derivative Works” shall mean any work, whether in Source or Object form, that is based on (or derived from) the Work and for which the editorial revisions, annotations, elaborations, or other modifications represent, as a whole, an original work of authorship. For the purposes of this License, Derivative Works shall not include works that remain separable from, or merely link (or bind by name) to the interfaces of, the Work and Derivative Works thereof.
“Contribution” shall mean any work of authorship, including the original version of the Work and any modifications or additions to that Work or Derivative Works thereof, that is intentionally submitted to Licensor for inclusion in the Work by the copyright owner or by an individual or Legal Entity authorized to submit on behalf of the copyright owner. For the purposes of this definition, “submitted” means any form of electronic, verbal, or written communication sent to the Licensor or its representatives, including but not limited to communication on electronic mailing lists, source code control systems, and issue tracking systems that are managed by, or on behalf of, the Licensor for the purpose of discussing and improving the Work, but excluding communication that is conspicuously marked or otherwise designated in writing by the copyright owner as “Not a Contribution.”
“Contributor” shall mean Licensor and any individual or Legal Entity on behalf of whom a Contribution has been received by Licensor and subsequently incorporated within the Work.
2. Grant of Copyright License. Subject to the terms and conditions of this License, each Contributor hereby grants to You a perpetual, worldwide, non- exclusive, no-charge, royalty-free, irrevocable copyright license to reproduce, prepare Derivative Works of, publicly display, publicly perform, sublicense, and distribute the Work and such Derivative Works in Source or Object form.
3. Grant of Patent License. Subject to the terms and conditions of this License, each Contributor hereby grants to You a perpetual, worldwide, non- exclusive, no-charge, royalty-free, irrevocable (except as stated in this section) patent license to make, have made, use, offer to sell, sell, import, and otherwise transfer the Work, where such license applies only to those patent claims licensable by such Contributor that are necessarily infringed by their

Contribution(s) alone or by combination of their Contribution(s) with the Work to which such Contribution(s) was submitted. If You institute patent litigation against any entity (including a cross-claim or counterclaim in a lawsuit) alleging that the Work or a Contribution incorporated within the Work constitutes direct or contributory patent infringement, then any patent licenses granted to You under this License for that Work shall terminate as of the date such litigation is filed.
4. Redistribution. You may reproduce and distribute copies of the Work or Derivative Works thereof in any medium, with or without modifications, and in Source or Object form, provided that You meet the following conditions:
(a) You must give any other recipients of the Work or Derivative Works a copy of this License; and
(b) You must cause any modified files to carry prominent notices stating that You changed the files; and
(c) You must retain, in the Source form of any Derivative Works that You distribute, all copyright, patent, trademark, and attribution notices from the Source form of the Work, excluding those notices that do not pertain to any part of the Derivative Works; and
(d) If the Work includes a “NOTICE” text file as part of its distribution, then any Derivative Works that You distribute must include a readable copy of the attribution notices contained within such NOTICE file, excluding those notices that do not pertain to any part of the Derivative Works, in at least one of the following places: within a NOTICE text file distributed as part of the Derivative Works; within the Source form or documentation, if provided along with the Derivative Works; or, within a display generated by the Derivative Works, if and wherever such third-party notices normally appear. The contents of the NOTICE file are for informational purposes only and do not modify the License. You may add Your own attribution notices within Derivative Works that You distribute, alongside or as an addendum to the NOTICE text from the Work, provided that such additional attribution notices cannot be construed as modifying the License.
You may add Your own copyright statement to Your modifications and may provide additional or different license terms and conditions for use, reproduction, or distribution of Your modifications, or for any such Derivative Works as a whole, provided Your use, reproduction, and distribution of the Work otherwise complies with

the conditions stated in this License.
5. Submission of Contributions. Unless You explicitly state otherwise, any Contribution intentionally submitted for inclusion in the Work by You to the Licensor shall be under the terms and conditions of this License, without any additional terms or conditions. Notwithstanding the above, nothing herein shall supersede or modify the terms of any separate license agreement you may have executed with Licensor regarding such Contributions.
6. Trademarks. This License does not grant permission to use the trade names, trademarks, service marks, or product names of the Licensor, except as required for reasonable and customary use in describing the origin of the Work and reproducing the content of the NOTICE file.
7. Disclaimer of Warranty. Unless required by applicable law or agreed to in writing, Licensor provides the Work (and each Contributor provides its Contributions) on an “AS IS” BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied, including, without limitation, any warranties or conditions of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A PARTICULAR PURPOSE. You are solely responsible for determining the appropriateness of using or redistributing the Work and assume any risks associated with Your exercise of permissions under this License.
8. Limitation of Liability. In no event and under no legal theory, whether in tort (including negligence), contract, or otherwise, unless required by applicable law (such as deliberate and grossly negligent acts) or agreed to in writing, shall any Contributor be liable to You for damages, including any direct, indirect, special, incidental, or consequential damages of any character arising as a result of this License or out of the use or inability to use the Work (including but not limited to damages for loss of goodwill, work stoppage, computer failure or malfunction, or any and all other commercial damages or losses), even if such Contributor has been advised of the possibility of such damages.
9. Accepting Warranty or Additional Liability. While redistributing the Work or Derivative Works thereof, You may choose to offer, and charge a fee for, acceptance of support, warranty, indemnity, or other liability obligations and/or rights consistent with this License. However, in accepting such obligations, You may act only on Your own behalf and on Your sole responsibility, not on behalf of any other Contributor, and only if You agree to indemnify, defend, and hold each Contributor harmless for any liability incurred by, or claims asserted against, such Contributor by reason of your accepting any such warranty or additional liability.

palserver-GUI
The MIT License (MIT)
Copyright (c) 2015-present Electron React Boilerplate
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
raisimLib
MIT License
Copyright (c) 2022 raisimTech
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

XeGTAO
MIT License
Copyright (C) 2016-2021, Intel Corporation
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
uHomography
The MIT License (MIT)
Copyright (c) 2017 hecomi
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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