Integration of Building Information Model into a Game Engine
Platform for Indoor Accessibility Analyses
KORAY AKSU , HANDE DEMIREL
Faculty of Civil Engineering, Department of Geomatics Engineering,
Istanbul Technical University,
Ayazaga Campus, Maslak, Istanbul, 34469,
TURKEY
Abstract: - Understanding the movement patterns of individuals within a structure is crucial for efficient
simulation. This entails the examination of network accessibility based on insights into the intricate indoor
three-dimensional network topology. The combination of Building Information Modeling with Game Engines
can streamline this approach. Hence, this study proposes a pipeline integrating the A* shortest path algorithm
and walkable three-dimensional navigation meshes to analyze indoor accessibility. The pipeline design was
deployed in a public building, where scenario-based analyses were conducted to determine the average distance
and time shifts based on blockages. According to the results, exits' positioning and availability significantly
impact indoor navigation and accessibility, underscoring their significance in building design and emergency
preparedness in complex buildings.
Key-Words: - Indoor Accessibility, Shortest Path, Game Engine, BIM, 3D Modeling, A* Algorithm.
Received: August 12, 2023. Revised: May 21, 2024. Accepted: June 24, 2024. Published: July 22, 2024.
1 Introduction
The utilization of three-dimensional (3D) object
models has become widespread across various
industries. These models serve as a digital basis for
digital twins, smart cities, and decision-making
systems, [1]. One of the most common application
areas is the Building Information Model (BIM),
which enables object-based 3D designs, provides a
collaborative workspace, and establishes
connections between buildings' geometric and
semantic information, [2]. Hence, BIM has become
crucial to the Engineering, Architecture, and
Construction (AEC) industry. Furthermore, thanks
to the geometric and semantic information it
contains, BIM creates a spatial data infrastructure
for 3D spatial analysis, visualization, and virtual
reality, [3]. Among other applications, realistic
scenario building has become very popular in
current studies since real-life situations in a digital
environment could be mimicked, saving time, cost,
and labor, where real-life risks are abandoned.
Therefore, the use of BIM in simulation studies
comes to the fore regarding compatibility with real-
life scenarios, [4], [5], [6], [7]. For example,
evacuation scenarios for complex buildings require
such a realistic digital environment due to risks that
include, [8]. To represent the movement of people,
which is one of the basic components of this type of
real-life simulation, in the model, the network
topology must be defined in the simulation
environment, [9]. Network topology refers to the
arrangement of elements in a building, such as
rooms, corridors, and staircases, as well as how they
are connected. Understanding network topology for
efficient space utilization, emergency planning, and
indoor navigation is essential, [10], [11].
Furthermore, shortest-path algorithms are
necessary to simulate the evacuation scenarios.
Well-established and preferred algorithms for the
shortest path are A*, Dijkstra's, and Bellman-Ford,
[12]. The algorithms rely on the topological
relationship between edges and nodes, requiring a
navigation surface to function correctly. The
efficiency of such algorithms depends upon cost
parameters such as time and distance. Navigation
surfaces are also critical for understanding
movement within a building, where semantic
information is incorporated. It aids in designing
accessible and efficient routes, which is particularly
important for large or complex structures.
Integrating BIM with game engines allows for
detailed analysis of network topology and the
creation of optimized navigation surfaces, which
enhances building functionality and safety. This is
possible by creating a 3D environment where
different scenarios can be simulated and evaluated,
providing a more interactive and engaging way to
analyze and present complex data, [13], [14].
WSEAS TRANSACTIONS on ENVIRONMENT and DEVELOPMENT
DOI: 10.37394/232015.2024.20.36
Koray Aksu, Hande Demirel
E-ISSN: 2224-3496
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Volume 20, 2024
Several integration challenges exist, such as the
Industry Foundation Classes (IFC) data model
developed by BuildingSMART, which provides a
standard data schema that integrates various data
sources, [15], [16], [17]. Although several studies
exist to generate navigation models from BIM and
use the IFC international standard, [18], [19], [20],
[21] a limited number of studies show that it
integrates an A* shortest path algorithm and
walkable 3D navigation meshes that could be
retrieved from game engine platforms. The A*
shortest path algorithm is preferred within this study
due to ease of use and maturity since this study
emphasizes generating 3D networks. Furthermore,
within this study, 3D indoor accessibility is
analyzed, which can only be achieved via
integrating BIM and Game Engine technologies.
The study aims to integrate BIM into a game engine
platform for 3D indoor network analyses. The
developed easy-to-use pipeline, which integrates the
A* shortest path algorithm and walkable three-
dimensional navigation meshes, was implemented in
a public building. Scenario-based analyses were
conducted to detect average distance changes and
time changes, demonstrating that the developed
pipeline is valid for practical applications. This
integration serves as a 3D digital basis for digital
twins, smart cities, and knowledge-based decision-
making systems, where it highlights its potential in
real-world settings. This manuscript is structured as
follows: Section 2 presents the case study area, the
data used, and the methodology. Section 3 discusses
the achieved results and elaborates on future studies;
finally, the study concludes in Section 4.
2 Data and Methodology
The developed pipeline consists of three stages:
BIM into a game engine, defining navigation
surfaces, and performing accessibility. All pipeline
stages are illustrated in Figure 1. Within the first
stage, a BIM model needs to be generated, where at
least the Level of Detail (LoD) of 300 is suggested.
This model could be generated from 2D CAD
models or spatial data acquisition techniques such as
laser scanning, photogrammetry, and image
processing. Furthermore, commercial and open-
source software such as Autodesk Revit, Archicad,
and Blender are available. The generated BIM is
transferred to the game engine environment. In the
second stage, the navigation surface is created
within the game engine platform. A navigation
surface must be created to ensure the movement of
the characters in the model. For this, walkability
information (walkable/non-walkable) on the surface
of the objects must be added to the model. Hence,
walkable and non-walkable surfaces are defined,
and the required surfaces for 3D network analysis
are produced. In the third stage, network analyses
are carried out. At this stage, the origin and
destination points need to be defined. Then, the
shortest paths between the origin and destination
points are calculated by applying the A* shortest
path algorithm to the navigation surface generated
in the second stage. To validate the developed
concepts, a case study area is selected which is the
Istanbul Technical University, Faculty of Civil
Engineering building in Türkiye. The building is a
public building that includes laboratories,
classrooms, and offices and has five floors. The
building consists of four blocks, each containing 3-5
floors. The floor heights range from 3 to 4.5 meters,
including the intermediate floors.
Fig. 1: The pipeline for BIM and game engine
platform integration
A BIM of the Faculty of Civil Engineering in
Level of Detail (LoD) 300 was modeled in a
research project that the authors conducted, [22].
The BIM includes approximately 500 tagged rooms,
including classrooms, offices, toilets, corridors,
warehouses, and archives. The BIM model of the
study area in the Unity3D environment is shown in
Figure 2.
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DOI: 10.37394/232015.2024.20.36
Koray Aksu, Hande Demirel
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Fig. 2: BIM of the study area
3 Result and Discussion
The designed pipeline was successfully
implemented in the case study area. The detailed
BIM is integrated into the Unity3D environment
using the IFC international standard. Navigation
surfaces were created by adding walkability
information about the objects in this context. The
walkability status of each element is illustrated in
Table 1. Each entity of the BIM is assigned to an
IFC class, where the walkability status is also
provided. After defining the walkable and non-
walkable surfaces, a 3D navigation network is
generated in the game engine environment,
illustrated in Figure 3.
Table 1. Walkability status of IFC entities to define
navigation mesh
Entity
IFC Class
“IfcBuildingElement”
Walkability
status
Column
IfcColumn
×
Door
IfcDoor
×
Floor
IfcSlab
Stair
IfcStair
Wall
IfcWall
×
Window
IfcWindow
×
Fig. 3: Navigation surface on the floor in blue color
The last stage of the pipeline is conducting the
network accessibility analyses within the building.
For this purpose, origin and destination points need
to be defined. To test the pipeline, a centroid is
assigned to each building corridor as its origin.
Two distinct exits were designated as destination
points. The location of the origins, destinations, and
building exits is shown in Figure 4.
Fig. 4: Location of the origins (red points) and
destinations (exits) on 2D view
Detailed 3D network accessibility analyses are
performed by defining different scenarios to
evaluate the building's accessibility status. Three
scenarios were defined to determine average
distance and time using the A* shortest path
algorithm. The average speed of the actor at the
centroid in the simulation environment is defined as
≈4 m/s. The 3D route of the actor in the building is
presented in Figure 5, where the orange points
show the initial position of the actors at the origin,
and the black point shows the exit point, which was
previously defined as the destination. Within the
figure, the red line shows the 3D shortest path of
related origin points.
Fig. 5: 3D shortest path in the red line
The reference scenario, scenario 1, is illustrated
in Table 2. The average distance and time taken to
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reach the exit from the corridors were calculated
when both were accessible.
Table 2. All exits are accessible (Scenario 1)
Average
distance (m)
Average
time (s)
39.66
10.5
45.55
12.3
69.48
19.8
64.93
19.7
71.19
22.0
According to scenario 2, only Exit 1 is
accessible, whereas Exit 2 is blocked. The average
distance and time it takes to reach Exit 1 from the
corridors were calculated. The results are illustrated
in Table 3. It was observed that the average time
and distance increased with the height of the floors
and that the 3rd and 4th floors had similar values.
Furthermore, it was observed that the distances and
times of the 1st floor and 2nd floor, as well as the 4th
floor and 5th floor, were similar.
Table 3. Only Exit 1 is accessible (Scenario 2)
Origin
point
Average
distance (m)
Average
time (s)
1st Floor
71.55
20.0
2nd Floor
75.40
20.8
3rd Floor
100.80
28.8
4th Floor
116.35
36.7
5th Floor
129.49
38.0
According to scenario 3, only Exit 2 is
accessible, whereas Exit 1 is blocked. The average
times and distances for the 3rd floor and 4th Floor
were similar, as shown in Table 4.
Table 4. Only Exit 2 is accessible (Scenario 3)
Origin
point
Average
distance (m)
Average
time (s)
1st Floor
64.23
17.0
2nd Floor
72.50
20.0
3rd Floor
81.90
23.5
4th Floor
81.34
23.3
5th Floor
71.19
22.0
A detailed comparison table is provided in
Table 5. Scenario 2 and Scenario 3 are compared to
the reference scenario, Scenario 1, concerning
average distance and time. When Exit 1 was
blocked, the average distance and time to the origin
point on the 1st and 5th floors increased by
approximately 80-82%, and these floors showed the
highest increase compared to the other floors.
When Exit 2 was blocked, the average distance and
time to the origin point on the 1st and 2nd floors
increased by approximately 59-62%, and these
floors showed the highest increase compared to the
other floors. For the 5th floor, the change in
accessibility is insignificant for both scenarios.
Table 5. Change of average distance and time of
Scenario 2 and Scenario 3 with respect to Scenario
1
Origin point
Change of
distance (%)
Change of
time (%)
(Scenario 2 | 3)
(Scenario 2 | 3)
1st Floor
80 | 62
90 | 62
2nd Floor
66 | 59
69 | 63
3rd Floor
45 | 18
46 | 19
4th Floor
79 | 25
86 | 19
5th Floor
82 | 0
72 | 0
The following information should be carefully
interpreted based on its intended use. For instance,
in the event of a building evacuation due to fire,
time is of the essence as fire and smoke can have
severe impacts on human health. It is important to
have sufficient routes with adequate capacity and
minimal travel distance leading to safe areas, as
well as escape routes and early warning systems
[23]. The necessary time to evacuate the building
safety is depending on a very large number of
parameters such as capacity of the building,
material used, measures to detect fire, etc.
Additionally, it is crucial to model human
behaviors, as there have been significant
advancements in simulation platforms. This
information is valuable for decision-makers when
planning preventive maintenance actions to
mitigate the risks of fire and earthquakes.
By deploying the designed pipeline, the
traditional 2D navigation network is transformed
into a 3D navigational network incorporated into
the game engine environment. Furthermore, a non-
complex shortest-path algorithm is implemented
into the pipeline to support co-creation, co-design,
and co-implementation during the emergency
preparations of complex buildings. The developed
concepts could be further enriched via 3D network
connectivity analyses, incorporation of human
behaviors via agent-based platforms, and
integration of indoor and outdoor models.
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4 Conclusion
According to recent developments in simulation
environments, it is possible to generate more
realistic 3D navigation accessibility analyses to aid
decision-makers in building design and emergency
planning. For this purpose, an easy-to-use pipeline
is designed and validated that incorporates a
detailed BIM, a game engine environment, and
accessibility analyses. According to the results,
building design and emergency scenarios could be
revisited, where the designed pipeline could serve
as a 3D digital basis for digital twins, smart cities,
and knowledge-based decision-making systems.
This integration not only allows for more
comprehensive spatial accessibility analyses to be
performed but also opens up new possibilities for
the future of indoor accessibility research.
Acknowledgments:
The study is supported by The Scientific and
Technological Research Council of Türkiye
(TÜBİTAK). (Building Information Model Based
Fire Evacuation Simulation, Project No. 121Y099).
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E-ISSN: 2224-3496
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Contribution of Individual Authors to the
Creation of a Scientific Article (Ghostwriting
Policy)
- Koray Aksu: Methodology, Testing, Writing
- Hande Demirel: Methodology, Writing, Review
Sources of Funding for Research Presented in a
Scientific Article or Scientific Article Itself
The study is supported by The Scientific and
Technological Research Council of Türkiye
(TÜBİTAK). (Building Information Model Based
Fire Evacuation Simulation, Project No. 121Y099).
Conflict of Interest
The authors have no conflicts of interest to declare.
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Creative Commons Attribution License 4.0
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WSEAS TRANSACTIONS on ENVIRONMENT and DEVELOPMENT
DOI: 10.37394/232015.2024.20.36
Koray Aksu, Hande Demirel
E-ISSN: 2224-3496
396
Volume 20, 2024