Virtual simulations have been on the rise together with the fast progress of rendering engines and graphics hardware.
Especially in military applications, offensive actions in modern peace-keeping missions have to be quick, firm and
precise, especially under the conditions of asymmetric warfare, non-cooperative urban terrain and rapidly developing
situations. Going through the mission in simulation can prepare the minds of soldiers and leaders, increase selfconfidence
and tactical awareness, and finally save lives. This work is dedicated to illustrate the potential and limitations
of integration of semantic urban terrain models into a simulation. Our system of choice is Virtual Battle Space 2, a
simulation system created by Bohemia Interactive System. The topographic object types that we are able to export into
this simulation engine are either results of the sensor data evaluation (building, trees, grass, and ground), which is done
fully-automatically, or entities obtained from publicly available sources (streets and water-areas), which can be
converted into the system-proper format with a few mouse clicks.
The focus of this work lies in integrating of information about building façades into the simulation. We are inspired by
state-of the art methods that allow for automatic extraction of doors and windows in laser point clouds captured from
building walls and thus increase the level of details of building models. As a consequence, it is important to simulate
these animationable entities. Doing so, we are able to make accessible some of the buildings in the simulation.