3D As-Built Environments in Extended Reality Applications: A Systematic Review

Review (2026)
Author(s)

Jesús Balado (Universidade de Vigo)

Yu Feng (Mainz University of Applied Sciences, Mainz, Technische Universität München)

Zhouyan Qiu (Xi'an Jiaotong-Liverpool University)

W. Gao (TU Delft - Architecture and the Built Environment)

Arttu Julin (Aalto University)

Research Group
Urban Data Science
DOI related publication
https://doi.org/10.1111/phor.70046 Final published version
More Info
expand_more
Publication Year
2026
Language
English
Research Group
Urban Data Science
Journal title
Photogrammetric Record
Issue number
194
Volume number
41
Article number
e70046
Downloads counter
12
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

Abstract

Accurate integration and navigation of real-world 3D spaces are fundamental for next-generation Extended Reality (XR) systems, enhancing immersion, utility, and fidelity. This paper systematically reviews XR workflows using PRISMA guidelines, focusing on 3D data acquisition, modeling, visualization, and user interaction, based on 96 journal publications. Data collection for XR relies on photogrammetry, RGB-D cameras, and LiDAR, often enhanced by multi-sensor fusion, although real-time transmission and semantic alignment remain challenging. XR pipelines are dominated by Building Information Modeling (BIM) software and game engines, frequently integrating Computer-Aided Design (CAD) models and 3D scanned data. Visualization varies from photorealistic renderings to schematic representations, with Virtual Reality headsets favored for training and Augmented Reality devices applied in inspection and navigation. Interaction paradigms encompass controllers, gestures, gaze, voice, and haptics, with increasing reliance on Artificial Intelligence for multimodal fusion and processing. Despite progress, key challenges persist, including bandwidth limitations, manual 3D modeling, hybrid data management, interoperability issues, and scarcity of open-source solutions. Additional identified barriers involve balancing visual quality with performance in specific contexts, limited accuracy of non-invasive Brain-Computer Interfaces, and restricted market acceptance due to high costs. Overall, XR adoption remains constrained by technical, usability, and accessibility gaps.