661 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

    Multi-scale data storage schemes for spatial information systems

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    This thesis documents a research project that has led to the design and prototype implementation of several data storage schemes suited to the efficient multi-scale representation of integrated spatial data. Spatial information systems will benefit from having data models which allow for data to be viewed and analysed at various levels of detail, while the integration of data from different sources will lead to a more accurate representation of reality. The work has addressed two specific problems. The first concerns the design of an integrated multi-scale data model suited for use within Geographical Information Systems. This has led to the development of two data models, each of which allow for the integration of terrain data and topographic data at multiple levels of detail. The models are based on a combination of adapted versions of three previous data structures, namely, the constrained Delaunay pyramid, the line generalisation tree and the fixed grid. The second specific problem addressed in this thesis has been the development of an integrated multi-scale 3-D geological data model, for use within a Geoscientific Information System. This has resulted in a data storage scheme which enables the integration of terrain data, geological outcrop data and borehole data at various levels of detail. The thesis also presents details of prototype database implementations of each of the new data storage schemes. These implementations have served to demonstrate the feasibility and benefits of an integrated multi-scale approach. The research has also brought to light some areas that will need further research before fully functional systems are produced. The final chapter contains, in addition to conclusions made as a result of the research to date, a summary of some of these areas that require future work

    Cognitive evaluation of computer-drawn sketches

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    CISRG discussion paper ; 1

    Site Controller: A System for Computer-Aided Civil Engineering and Construction

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    A revolution\0\0\0 in earthmoving, a $100 billion industry, can be achieved with three components: the GPS location system, sensors and computers in bulldozers, and SITE CONTROLLER, a central computer system that maintains design data and directs operations. The first two components are widely available; I built SITE CONTROLLER to complete the triangle and describe it here. SITE CONTROLLER assists civil engineers in the design, estimation, and construction of earthworks, including hazardous waste site remediation. The core of SITE CONTROLLER is a site modelling system that represents existing and prospective terrain shapes, roads, hydrology, etc. Around this core are analysis, simulation, and vehicle control tools. Integrating these modules into one program enables civil engineers and contractors to use a single interface and database throughout the life of a project

    A 3d geoscience information system framework

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    Two-dimensional geographical information systems are extensively used in the geosciences to create and analyse maps. However, these systems are unable to represent the Earth's subsurface in three spatial dimensions. The objective of this thesis is to overcome this deficiency, to provide a general framework for a 3d geoscience information system (GIS), and to contribute to the public discussion about the development of an infrastructure for geological observation data, geomodels, and geoservices. Following the objective, the requirements for a 3d GIS are analysed. According to the requirements, new geologically sensible query functionality for geometrical, topological and geological properties has been developed and the integration of 3d geological modeling and data management system components in a generic framework has been accomplished. The 3d geoscience information system framework presented here is characterized by the following features: - Storage of geological observation data and geomodels in a XML-database server. According to a new data model, geological observation data can be referenced by a set of geomodels. - Functionality for querying observation data and 3d geomodels based on their 3d geometrical, topological, material, and geological properties were developed and implemented as plug-in for a 3d geomodeling user application. - For database queries, the standard XML query language has been extended with 3d spatial operators. The spatial database query operations are computed using a XML application server which has been developed for this specific purpose. This technology allows sophisticated 3d spatial and geological database queries. Using the developed methods, queries can be answered like: "Select all sandstone horizons which are intersected by the set of faults F". This request contains a topological and a geological material parameter. The combination of queries with other GIS methods, like visual and statistical analysis, allows geoscience investigations in a novel 3d GIS environment. More generally, a 3d GIS enables geologists to read and understand a 3d digital geomodel analogously as they read a conventional 2d geological map

    Scalable Realtime Rendering and Interaction with Digital Surface Models of Landscapes and Cities

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    Interactive, realistic rendering of landscapes and cities differs substantially from classical terrain rendering. Due to the sheer size and detail of the data which need to be processed, realtime rendering (i.e. more than 25 images per second) is only feasible with level of detail (LOD) models. Even the design and implementation of efficient, automatic LOD generation is ambitious for such out-of-core datasets considering the large number of scales that are covered in a single view and the necessity to maintain screen-space accuracy for realistic representation. Moreover, users want to interact with the model based on semantic information which needs to be linked to the LOD model. In this thesis I present LOD schemes for the efficient rendering of 2.5d digital surface models (DSMs) and 3d point-clouds, a method for the automatic derivation of city models from raw DSMs, and an approach allowing semantic interaction with complex LOD models. The hierarchical LOD model for digital surface models is based on a quadtree of precomputed, simplified triangle mesh approximations. The rendering of the proposed model is proved to allow real-time rendering of very large and complex models with pixel-accurate details. Moreover, the necessary preprocessing is scalable and fast. For 3d point clouds, I introduce an LOD scheme based on an octree of hybrid plane-polygon representations. For each LOD, the algorithm detects planar regions in an adequately subsampled point cloud and models them as textured rectangles. The rendering of the resulting hybrid model is an order of magnitude faster than comparable point-based LOD schemes. To automatically derive a city model from a DSM, I propose a constrained mesh simplification. Apart from the geometric distance between simplified and original model, it evaluates constraints based on detected planar structures and their mutual topological relations. The resulting models are much less complex than the original DSM but still represent the characteristic building structures faithfully. Finally, I present a method to combine semantic information with complex geometric models. My approach links the semantic entities to the geometric entities on-the-fly via coarser proxy geometries which carry the semantic information. Thus, semantic information can be layered on top of complex LOD models without an explicit attribution step. All findings are supported by experimental results which demonstrate the practical applicability and efficiency of the methods

    Optimal Surface Fitting of Point Clouds Using Local Refinement : Application to GIS Data

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    This open access book provides insights into the novel Locally Refined B-spline (LR B-spline) surface format, which is suited for representing terrain and seabed data in a compact way. It provides an alternative to the well know raster and triangulated surface representations. An LR B-spline surface has an overall smooth behavior and allows the modeling of local details with only a limited growth in data volume. In regions where many data points belong to the same smooth area, LR B-splines allow a very lean representation of the shape by locally adapting the resolution of the spline space to the size and local shape variations of the region. The iterative method can be modified to improve the accuracy in particular domains of a point cloud. The use of statistical information criterion can help determining the optimal threshold, the number of iterations to perform as well as some parameters of the underlying mathematical functions (degree of the splines, parameter representation). The resulting surfaces are well suited for analysis and computing secondary information such as contour curves and minimum and maximum points. Also deformation analysis are potential applications of fitting point clouds with LR B-splines
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