Creating Realistic Environments using Photogrammetry

When creating a realistic environment for games, we want to achieve maximum credibility of our scene. Simultaneously we want to render everything in real-time. Creating realistic vegetation, trees, and surfaces may be a rather challenging and time-consuming problem. This thesis gives an overview of the 3D computer modeling workflow with the integration of photogrammetry. We have implemented a workflow of creating a realistic environment with photogrammetry. For testing purposes, we have created a coniferous forest scene, and we have presented results of benchmark evaluated in Unreal Engine.