3,381 research outputs found

    A Framework for Dynamic Terrain with Application in Off-road Ground Vehicle Simulations

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    The dissertation develops a framework for the visualization of dynamic terrains for use in interactive real-time 3D systems. Terrain visualization techniques may be classified as either static or dynamic. Static terrain solutions simulate rigid surface types exclusively; whereas dynamic solutions can also represent non-rigid surfaces. Systems that employ a static terrain approach lack realism due to their rigid nature. Disregarding the accurate representation of terrain surface interaction is rationalized because of the inherent difficulties associated with providing runtime dynamism. Nonetheless, dynamic terrain systems are a more correct solution because they allow the terrain database to be modified at run-time for the purpose of deforming the surface. Many established techniques in terrain visualization rely on invalid assumptions and weak computational models that hinder the use of dynamic terrain. Moreover, many existing techniques do not exploit the capabilities offered by current computer hardware. In this research, we present a component framework for terrain visualization that is useful in research, entertainment, and simulation systems. In addition, we present a novel method for deforming the terrain that can be used in real-time, interactive systems. The development of a component framework unifies disparate works under a single architecture. The high-level nature of the framework makes it flexible and adaptable for developing a variety of systems, independent of the static or dynamic nature of the solution. Currently, there are only a handful of documented deformation techniques and, in particular, none make explicit use of graphics hardware. The approach developed by this research offloads extra work to the graphics processing unit; in an effort to alleviate the overhead associated with deforming the terrain. Off-road ground vehicle simulation is used as an application domain to demonstrate the practical nature of the framework and the deformation technique. In order to realistically simulate terrain surface interactivity with the vehicle, the solution balances visual fidelity and speed. Accurately depicting terrain surface interactivity in off-road ground vehicle simulations improves visual realism; thereby, increasing the significance and worth of the application. Systems in academia, government, and commercial institutes can make use of the research findings to achieve the real-time display of interactive terrain surfaces

    Methods for Automated Creation and Efficient Visualisation of Large-Scale Terrains based on Real Height-Map Data

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    Real-time rendering of large-scale terrains is a difficult problem and remains an active field of research. The massive scale of these landscapes, where the ratio between the size of the terrain and its resolution is spanning multiple orders of magnitude, requires an efficient level of detail strategy. It is crucial that the geometry, as well as the terrain data, are represented seamlessly at varying distances while maintaining a constant visual quality. This thesis investigates common techniques and previous solutions to problems associated with the rendering of height field terrains and discusses their benefits and drawbacks. Subsequently, two solutions to the stated problems are presented, which build and expand upon the state-of-the-art rendering methods. A seamless and efficient mesh representation is achieved by the novel Uniform Distance-Dependent Level of Detail (UDLOD) triangulation method. This fully GPU-based algorithm subdivides a quadtree covering the terrain into small tiles, which can be culled in parallel, and are morphed seamlessly in the vertex shader, resulting in a densely and temporally consistent triangulated mesh. The proposed Chunked Clipmap combines the strengths of both quadtrees and clipmaps to enable efficient out-of-core paging of terrain data. This data structure allows for constant time view-dependent access, graceful degradation if data is unavailable, and supports trilinear and anisotropic filtering. Together these, otherwise independent, techniques enable the rendering of large-scale real-world terrains, which is demonstrated on a dataset encompassing the entire Free State of Saxony at a resolution of one meter, in real-time

    A New Algorithm for Cartographic Simplification of Streams and Lakes Using Deviation Angles and Error Bands

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    Multi-representation databases (MRDBs) are used in several geographical information system applications for different purposes. MRDBs are mainly obtained through model and cartographic generalizations. Simplification is the essential operator of cartographic generalization, and streams and lakes are essential features in hydrography. In this study, a new algorithm was developed for the simplification of streams and lakes. In this algorithm, deviation angles and error bands are used to determine the characteristic vertices and the planimetric accuracy of the features, respectively. The algorithm was tested using a high-resolution national hydrography dataset of Pomme de Terre, a sub-basin in the USA. To assess the performance of the new algorithm, the Bend Simplify and Douglas-Peucker algorithms, the medium-resolution hydrography dataset of the sub-basin, and Topfer's radical law were used. For quantitative analysis, the vertex numbers, the lengths, and the sinuosity values were computed. Consequently, it was shown that the new algorithm was able to meet the main requirements (i.e., accuracy, legibility and aesthetics, and storage)

    Streaming visualisation of quantitative mass spectrometry data based on a novel raw signal decomposition method

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    As data rates rise, there is a danger that informatics for high-throughput LC-MS becomes more opaque and inaccessible to practitioners. It is therefore critical that efficient visualisation tools are available to facilitate quality control, verification, validation, interpretation, and sharing of raw MS data and the results of MS analyses. Currently, MS data is stored as contiguous spectra. Recall of individual spectra is quick but panoramas, zooming and panning across whole datasets necessitates processing/memory overheads impractical for interactive use. Moreover, visualisation is challenging if significant quantification data is missing due to data-dependent acquisition of MS/MS spectra. In order to tackle these issues, we leverage our seaMass technique for novel signal decomposition. LC-MS data is modelled as a 2D surface through selection of a sparse set of weighted B-spline basis functions from an over-complete dictionary. By ordering and spatially partitioning the weights with an R-tree data model, efficient streaming visualisations are achieved. In this paper, we describe the core MS1 visualisation engine and overlay of MS/MS annotations. This enables the mass spectrometrist to quickly inspect whole runs for ionisation/chromatographic issues, MS/MS precursors for coverage problems, or putative biomarkers for interferences, for example. The open-source software is available from http://seamass.net/viz/

    Single-picture reconstruction and rendering of trees for plausible vegetation synthesis

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    State-of-the-art approaches for tree reconstruction either put limiting constraints on the input side (requiring multiple photographs, a scanned point cloud or intensive user input) or provide a representation only suitable for front views of the tree. In this paper we present a complete pipeline for synthesizing and rendering detailed trees from a single photograph with minimal user effort. Since the overall shape and appearance of each tree is recovered from a single photograph of the tree crown, artists can benefit from georeferenced images to populate landscapes with native tree species. A key element of our approach is a compact representation of dense tree crowns through a radial distance map. Our first contribution is an automatic algorithm for generating such representations from a single exemplar image of a tree. We create a rough estimate of the crown shape by solving a thin-plate energy minimization problem, and then add detail through a simplified shape-from-shading approach. The use of seamless texture synthesis results in an image-based representation that can be rendered from arbitrary view directions at different levels of detail. Distant trees benefit from an output-sensitive algorithm inspired on relief mapping. For close-up trees we use a billboard cloud where leaflets are distributed inside the crown shape through a space colonization algorithm. In both cases our representation ensures efficient preservation of the crown shape. Major benefits of our approach include: it recovers the overall shape from a single tree image, involves no tree modeling knowledge and minimal authoring effort, and the associated image-based representation is easy to compress and thus suitable for network streaming.Peer ReviewedPostprint (author's final draft

    Training materials for different categories of users

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    Agricultural and Food Policy, Environmental Economics and Policy, Farm Management, Land Economics/Use, Production Economics, Teaching/Communication/Extension/Profession,

    The survey of the Basilica di Collemaggio in L’Aquila with a system of terrestrial imaging and most proven techniques

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    The proposed job concerns the evaluation of a series of surveys carried out in the context of a campaign of studies begun in 2015 with the objective of comparing the accuracies obtainable with the systems of terrestrial imaging, compared to unmanned aerial vehicle imaging and laser scanner survey. In particular, the authors want to test the applicability of a system of imaging rover (IR), an innovative terrestrial imaging system, that consists of a multi-camera with integrated global positioning system (GPS)/global navigation satellite system (GNSS) receiver, that is very recently released technique, and only a few literature references exist on the specific subject. In detail, the IR consists of a total of 12 calibrated cameras – seven “panorama” and five downward-looking – providing complete site documentation that can potentially be used to make photogrammetric measurements. The data acquired in this experimentation were then elaborated with various software packages in order to obtain point clouds and a three-dimensional model in different cases, and a comparison of the various results obtained was carried out. Following, the case study of the Basilica di Santa Maria di Collemaggio in L’Aquila is reported; Collemaggio is an UNESCO world heritage site; it was damaged during the seismic event of 2009, and its restoration is still in progress
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