135 research outputs found

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

    Get PDF
    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

    Rendering process of digital terrain model on mobile devices

    Get PDF
    Digital Terrain Model has been used in many applications especially in Geographical Information System. However with the recent improvement in mobile devices that can support 3 Dimension (3D) content, rendering 3D based terrain on mobile devices is possible. Although mobile devices have improved its capabilities, rendering 3D terrain is tedious due to the constraint in resources of mobile devices. Furthermore, rendering DTM add more constraint and issues to the mobile devices. This paper focuses on the rendering process of DTM on mobile devices to observe some issues and current constraints occurred. Also to determine the characteristic of terrain properties that will affect the rendering performance. Experiments were performed using five datasets that derived from aerial images. The experimental results are based on speed of rendering and the appearance of the terrain surface. From these results, issues and problems that are highlighted in this paper will be the focus of future research

    Applying Gaming Technology to Tomahawk Mission Planning and Training

    Get PDF
    Fall 2005 Simulation Interoperability Workshop, Paper Number 4 & Presentation.Simulation Interoperability Standards Organization (SISO) SIW Conference PaperOver the past decade the computer gaming industry has not only generated its own multi-billion dollar section of the entertainment industry, but it has also made significant inroads into the military market, especially in training and simulation, starting with Marine Doom and continuing up to today ’s Full Spectrum Command and America ’s Army. This paper describes a Navy-funded research project that uses gaming technology for not only training, but also as an operational decision aid for the Tactical Tomahawk Weapon Control System (TTWCS). The research is aimed at adapting game engine technology to predict and simulate the motion of ground target vehicles (e.g. SCUD Launchers) through their local terrain over a given period of time, then use the associated rendering capabilities to provide realistic 3D views. The paper presents an overview of the TTWCS mission and how it will benefit from specific advances in gaming technology, especially in the areas of artificial intelligence, path finding, and physics. It discusses the current state of the project using existing commercial gaming technology and the future plans for adapting and expanding the open source game engine technology of the Delta3D project underway at the MOVES Institute at the Naval Postgraduate School

    Parallel Mesh Processing

    Get PDF
    Die aktuelle Forschung im Bereich der Computergrafik versucht den zunehmenden Ansprüchen der Anwender gerecht zu werden und erzeugt immer realistischer wirkende Bilder. Dementsprechend werden die Szenen und Verfahren, die zur Darstellung der Bilder genutzt werden, immer komplexer. So eine Entwicklung ist unweigerlich mit der Steigerung der erforderlichen Rechenleistung verbunden, da die Modelle, aus denen eine Szene besteht, aus Milliarden von Polygonen bestehen können und in Echtzeit dargestellt werden müssen. Die realistische Bilddarstellung ruht auf drei Säulen: Modelle, Materialien und Beleuchtung. Heutzutage gibt es einige Verfahren für effiziente und realistische Approximation der globalen Beleuchtung. Genauso existieren Algorithmen zur Erstellung von realistischen Materialien. Es gibt zwar auch Verfahren für das Rendering von Modellen in Echtzeit, diese funktionieren aber meist nur für Szenen mittlerer Komplexität und scheitern bei sehr komplexen Szenen. Die Modelle bilden die Grundlage einer Szene; deren Optimierung hat unmittelbare Auswirkungen auf die Effizienz der Verfahren zur Materialdarstellung und Beleuchtung, so dass erst eine optimierte Modellrepräsentation eine Echtzeitdarstellung ermöglicht. Viele der in der Computergrafik verwendeten Modelle werden mit Hilfe der Dreiecksnetze repräsentiert. Das darin enthaltende Datenvolumen ist enorm, um letztlich den Detailreichtum der jeweiligen Objekte darstellen bzw. den wachsenden Realitätsanspruch bewältigen zu können. Das Rendern von komplexen, aus Millionen von Dreiecken bestehenden Modellen stellt selbst für moderne Grafikkarten eine große Herausforderung dar. Daher ist es insbesondere für die Echtzeitsimulationen notwendig, effiziente Algorithmen zu entwickeln. Solche Algorithmen sollten einerseits Visibility Culling1, Level-of-Detail, (LOD), Out-of-Core Speicherverwaltung und Kompression unterstützen. Anderseits sollte diese Optimierung sehr effizient arbeiten, um das Rendering nicht noch zusätzlich zu behindern. Dies erfordert die Entwicklung paralleler Verfahren, die in der Lage sind, die enorme Datenflut effizient zu verarbeiten. Der Kernbeitrag dieser Arbeit sind neuartige Algorithmen und Datenstrukturen, die speziell für eine effiziente parallele Datenverarbeitung entwickelt wurden und in der Lage sind sehr komplexe Modelle und Szenen in Echtzeit darzustellen, sowie zu modellieren. Diese Algorithmen arbeiten in zwei Phasen: Zunächst wird in einer Offline-Phase die Datenstruktur erzeugt und für parallele Verarbeitung optimiert. Die optimierte Datenstruktur wird dann in der zweiten Phase für das Echtzeitrendering verwendet. Ein weiterer Beitrag dieser Arbeit ist ein Algorithmus, welcher in der Lage ist, einen sehr realistisch wirkenden Planeten prozedural zu generieren und in Echtzeit zu rendern

    Advanced Geoscience Remote Sensing

    Get PDF
    Nowadays, advanced remote sensing technology plays tremendous roles to build a quantitative and comprehensive understanding of how the Earth system operates. The advanced remote sensing technology is also used widely to monitor and survey the natural disasters and man-made pollution. Besides, telecommunication is considered as precise advanced remote sensing technology tool. Indeed precise usages of remote sensing and telecommunication without a comprehensive understanding of mathematics and physics. This book has three parts (i) microwave remote sensing applications, (ii) nuclear, geophysics and telecommunication; and (iii) environment remote sensing investigations

    Information theory assisted data visualization and exploration

    Get PDF
    This thesis introduces techniques to utilize information theory, particularly entropy for enhancing data visualization and exploration. The ultimate goal with this work is to enable users to perceive as much as information available for recognizing objects, detecting regular or non-regular patterns and reducing user effort while executing the required tasks. We believe that the metrics to be set for enhancing computer generated visualizations should be quantifiable and that quantification should measure the information perception of the user. The proper way to solve this problem is utilizing information theory, particularly entropy. Entropy offers quantification of the information amount in a general communication system. In the communication model, information sender and information receiver are connected with a channel. We are inspired from this model and exploited it in a different way, namely we set the information sender as the data to be visualized, the information receiver as the viewer and the communication channel as the screen where the visualized image is displayed. In this thesis we explore the usage of entropy in three different visualization problems, -Enhancing the visualization of large scale social networks for better perception, -Finding the best representational images of a 3D object to visually inspect with minimal loss of information, -Automatic navigation over a 3D terrain with minimal loss of information. Visualization of large scale social networks is still a major challenge for information visualization researchers. When a thousand nodes are displayed on the screen with the lack of coloring, sizing and filtering mechanisms, the users generally do not perceive much on the first look. They usually use pointing devices or keyboard for zooming and panning to find the information that they are looking for. With this thesis we tried to present a visualization approach that uses coloring, sizing and filtering to help the users recognize the presented information. The second problem that we tried to tackle is finding the best representational images of 3D models. This problem is highly subjective in cognitive manner. The best or good definitions do not depend on any metric or any quantification, furthermore, when the same image is presented to two different users it can be identified differently. However in this thesis we tried to map some metrics to best or good definitions for representational images, such as showing the maximum faces, maximum saliency or combination of both in an image. The third problem that we tried to find a solution is automatic terrain navigation with minimal loss of information. The information to be quantified on this problem is taken as the surface visibility of a terrain. However the visibility problem is changed with the heuristic that users generally focus on city centers, buildings and interesting points during terrain exploration. In order to improve the information amount at the time of navigation, we should focus on those areas. Hence we employed the road network data, and set the heuristic that intersections of road network segments are the residential places. In this problem, region extraction using road network data, viewpoint entropy for camera positions, and automatic camera path generation methods are investigated

    Multiresolution Techniques for Real–Time Visualization of Urban Environments and Terrains

    Get PDF
    In recent times we are witnessing a steep increase in the availability of data coming from real–life environments. Nowadays, virtually everyone connected to the Internet may have instant access to a tremendous amount of data coming from satellite elevation maps, airborne time-of-flight scanners and digital cameras, street–level photographs and even cadastral maps. As for other, more traditional types of media such as pictures and videos, users of digital exploration softwares expect commodity hardware to exhibit good performance for interactive purposes, regardless of the dataset size. In this thesis we propose novel solutions to the problem of rendering large terrain and urban models on commodity platforms, both for local and remote exploration. Our solutions build on the concept of multiresolution representation, where alternative representations of the same data with different accuracy are used to selectively distribute the computational power, and consequently the visual accuracy, where it is more needed on the base of the user’s point of view. In particular, we will introduce an efficient multiresolution data compression technique for planar and spherical surfaces applied to terrain datasets which is able to handle huge amount of information at a planetary scale. We will also describe a novel data structure for compact storage and rendering of urban entities such as buildings to allow real–time exploration of cityscapes from a remote online repository. Moreover, we will show how recent technologies can be exploited to transparently integrate virtual exploration and general computer graphics techniques with web applications

    Terrainosaurus: realistic terrain synthesis using genetic algorithms

    Get PDF
    Synthetically generated terrain models are useful across a broad range of applications, including computer generated art & animation, virtual reality and gaming, and architecture. Existing algorithms for terrain generation suffer from a number of problems, especially that of being limited in the types of terrain that they can produce and of being difficult for the user to control. Typical applications of synthetic terrain have several factors in common: first, they require the generation of large regions of believable (though not necessarily physically correct) terrain features; and second, while real-time performance is often needed when visualizing the terrain, this is generally not the case when generating the terrain. In this thesis, I present a new, design-by-example method for synthesizing terrain height fields. In this approach, the user designs the layout of the terrain by sketching out simple regions using a CAD-style interface, and specifies the desired terrain characteristics of each region by providing example height fields displaying these characteristics (these height fields will typically come from real-world GIS data sources). A height field matching the user's design is generated at several levels of detail, using a genetic algorithm to blend together chunks of elevation data from the example height fields in a visually plausible manner. This method has the advantage of producing an unlimited diversity of reasonably realistic results, while requiring relatively little user effort and expertise. The guided randomization inherent in the genetic algorithm allows the algorithm to come up with novel arrangements of features, while still approximating user-specified constraints
    • …
    corecore