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Uyen Dang
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RoboCanes Lab Digital Twin

A digital twin of the RoboCanes robotics lab at the University of Miami, built from photo references and photogrammetry scans so the team can develop and test robots in a virtual copy of their workspace.

Timeline
Jan – Dec 2024
Category
Digital twin · Environment
Tools
Blender, USD Composer, NVIDIA Omniverse
RoboCanes Lab Digital Twin, cover image

A digital twin of the RoboCanes lab in the Department of Computer Science at the University of Miami, built so the RoboCanes team can develop and test their robots in a virtual copy of their real workspace.

My Role

  • Photographed references and modeled the lab in Blender.
  • Captured phase 1 scans with Polycam's LiDAR, which led the lab to commission a full scan with dedicated photogrammetry equipment for phase 2.
  • Rebuilt the lab from that full scan in Blender: cleanup, remodeling, and geometry optimization.
  • Textured the space with Poliigon materials and dressed it with credited Sketchfab props.
  • Tuned materials, matched the lighting to the real lab, and rendered in USD Composer.

Acknowledgements

Created for, and owned by, the RoboCanes Lab at the Department of Computer Science, School of Arts & Sciences, University of Miami.

RoboCanes Lab at University of Miami

Developed under the guidance of the RoboCanes team, led by Professor Ubbo Visser.

Professor Ubbo Visser at University of Miami


Project Overview

The goal was a virtual lab accurate enough to stand in for the real one: same layout, furniture, and equipment. The project ran in two phases. Phase 1 started from photo references and moved to phone-based photogrammetry. Phase 2 rebuilt the lab from a full scan captured with dedicated equipment.

  • Phase 1: References and First Model
  • Phase 1: Photogrammetry with Polycam
  • Phase 1: Remodeling and Texturing
  • Phase 1: Finishing the Environment
  • Phase 2: Full-Lab Scan
  • Phase 2: Rebuilding from the Scan
  • Phase 2: Final Renders

Phase 1: References and First Model

I photographed the lab from many angles and started modeling it in Blender. The slow part was measuring: getting accurate dimensions for a room full of furniture and hard-to-reach fixtures took far longer than the modeling itself.

Phase 1: Photogrammetry with Polycam

To get around manual measuring, I switched to photogrammetry: building 3D geometry from many photos of the same space.

Scan of general lab space from back of lab
Scan of general lab space from back of lab
Scan of a portion of ceiling and lights
Scan of a portion of ceiling and lights

Polycam's LiDAR capture on a phone gave me a scan of the whole lab in minutes instead of hours of measuring each piece of furniture and equipment, which left the time for modeling and detail work.

Scan of general lab space
Scan of general lab space
Scan of back of lab
Scan of back of lab

Phase 1: Remodeling and Texturing

I brought the scans into Blender as reference geometry and remodeled the lab over them, refining the areas the scan captured poorly. Wall, floor, furniture, and equipment textures came from Poliigon.

Overhead lighting and ceiling details
Overhead lighting and ceiling details
Whiteboard texture details
Whiteboard texture details
Overhead fixture chain details
Overhead fixture chain details

Phase 1: Finishing the Environment

Close-up of the rolling desk legs and casters
Phase 1 lab model with desks, cabinets, and ceiling fixtures

To finish phase 1, I added props and refined the composition.

Phase 2: Full-Lab Scan

My phase 1 scans showed what photogrammetry could do for this project, and the lab followed up with a high-resolution scan of the entire lab captured with dedicated photogrammetry equipment. That scan became the base for phase 2.

Phase 2: Rebuilding from the Scan

Working from the full scan, I remodeled the lab in Blender: cleaning up the mesh, rebuilding geometry, and optimizing it so the environment stays usable in real time.

In USD Composer I tuned the materials, such as the metallic sheen on equipment and the finish of walls and floors, and matched the lighting to the real lab's fixtures.

Phase 2: Final Renders

After adding the remaining props, I rendered the lab from many angles and compared the renders against the real room to catch anything that didn't match.


Asset Credits

Textures: Poliigon.

Poliigon Website

Phase 1 scans: captured with Polycam.

Polycam Website

Props from Sketchfab: