7 research outputs found

    Hybrid 3D Rendering of Large Map Data for Crisis Management

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    In this paper we investigate the use of games technologies for the research and the development of 3D representations of real environments captured from GIS information and open source map data. Challenges involved in this area concern the large data-sets to be dealt with. Some existing map data include errors and are not complete, which makes the generation of realistic and accurate 3D environments problematic. The domain of application of our work is crisis management which requires very accurate GIS or map information. We believe the use of creating a 3D virtual environment using real map data whilst correcting and completing the missing data, improves the quality and performance of crisis management decision support system to provide a more natural and intuitive interface for crisis managers. Consequently, we present a case study into issues related to combining multiple large datasets to create an accurate representation of a novel, multi-layered, hybrid real-world maps. The hybrid map generation combines LiDAR, Ordnance Survey, and OpenStreetMap data to generate 3D cities spanning 1 km2. Evaluation of initial visualised scenes is presented. Initial tests consist of a 1 km2 landscape map containing up to 16 million vertices’ and run at an optimal 51.66 frames per-second

    ISPRS International Journal of Geo-Information

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    Dan je kratak prikaz časopisa ISPRS International Journal of Geo-Information koji od 2012. Međunarodno društvo za fotogrametriju i daljinska istraživanja (ISPRS) objavljuje u otvorenom pristupu u suradnji s Multidisciplinary Digital Publishing Institute (MDPI). Iako izlazi tek četiri godine već je uvršten u Current Contents i Science Citation Index Expanded

    Generating a Novel Scene-Graph for a Modern GIS Rendering Framework

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    Within this paper we discuss and present a novel modern 3D Geographical Information System (GIS) framework Project-Vision-Support (PVS). The framework is capable of processing large amounts of geo-spatial data to procedurally extract, extrapolate, and infer properties to create realistic real-world 3D virtual urban environments. The paper focuses on the generation of a novel scene-graph structure used in a number of algorithms and novel procedures for the increased rendering speeds of large virtual scenes and the increased processing capabilities as well as ease of use to manipulate a worlds worth of data. The scene-graph structure, made of two sections, depicts the spatial boundaries of the UKs Ordnance Survey (OS) scheme down to 1km2. Each 1km2 node contains the second section of the scene-graph structure, generated from the OpenStreetMap (OSM) classifications; involving buildings, highways, amenities, boundaries, and terrain. Leaf nodes contain the model mesh data. Generation of the spatial scene-graph for the UK takes 7.99 seconds for 6,313,150 nodes. The scene-graph structure allows for fast dispersal of render states, as well as scene manipulation by pre-categorising the data into branches of the scene-graph structure. Searching a node by name is evaluated using depth-first-search and breadth-first-search giving 0.000186 and 0.036914 seconds respectively within a scene-graph of 3257 nodes

    Experimentelle Evaluation und Vergleich von technischen Systemen der 3D-Erfassung und -Rekonstruktion auf die Geeignetheit der gefahrlosen Erkundung und Lagedarstellung von Gebäudeinnenräumen für die Gefahrenabwehr

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    Im Rahmen dieser Bachelorarbeit an der Technischen Hochschule Köln, deren Bearbeitungszeit vom 20.1.2017 bis 24.3.2017 ist, wird durch ein technisches Experiment geprüft, ob diverse Technologien zur 3D-Erfassung und Rekonstruktion geeignet sind Gebäudeinnenräume so zu erkunden, dass die Gefahrenabwehr dadurch einen höheren Nutzen hat, als es bei einer persönlichen oder autonomen Videoerkundung der Fall ist. Dies soll vor allem dann helfen, wenn Gebäude nicht mehr betreten werden sollten, wie es beispielsweise der Fall ist, wenn das Gebäude durch Erdbebenschäden einsturzgefährdet oder mit Gasen kontaminiert ist. 3D-Modelle einer Umgebung haben u.a. den Vorteil, dass problemlos neue Blickwinkel eingenommen, Maße ermittelt und Planungen für Rettungseinsätze oder Evakuierungen effizienter durchgeführt werden können, ohne Bildmaterial aufwendig zu sichten. Zudem können die Ergebnisse für spätere Evaluationen und Trainings genutzt werden. Um diese Geeignetheit festzustellen werden Beurteilungskriterien erarbeitet, die ein potentielles System erfüllen muss. Diese Kriterien sind: Günstig in der Beschaffung, Zeit bis zu einer 3D-Darstellung, leichte Bedienbarkeit, Qualität bzw. Informationsgewinnung aus der Darstellung (Erkennung von Zugängen und Personen), Lieferung von Zusatzinformationen (beispielsweise Maßangaben) und ob das System Online oder Offline funktionsfähig ist. Um diese Kriterien beurteilen zu können, werden Systeme der drei Haupttechnologien in der 3D-Erfassung (Laserscanner GeoSLAM ZEB-REVO, RGB-D-Kamera Microsoft Kinect und FARO Freestyle3D, Fotogrammetrie mit der Software Agisoft PhotoScan) in einem Versuch überprüft. Dabei wird das Labor für Großschadensereignisse der Technischen Hochschule Köln, der angrenzende Flur und das angrenzende Treppenhaus gescannt bzw. erfasst und rekonstruiert, wobei die nötigen Daten ermittelt werden. Dabei stellt sich heraus, dass der FARO Freestyle3D mit seiner RGB-D-Technologie und der Software FARO Scene als einziges System alle Kriterien erfüllt und somit für den Zweck der Erkundung in diesem Kontext geeignet ist. Der Microsoft Kinect Sensor mit der Software FARO Scene hat, durch Fehler in der Rekonstruktion, Schwächen in der Darstellungsqualität. Dies gilt auch für die Kombination aus GeoS-LAM ZEB-REVO/CloudCompare, da hiermit kein Farbscan erstellt werden kann und somit eine Erkennung von Objekten (z.B. geschlossene Türen) erschwert wird. Die Fotogrammetrie dauert mit einer Berechnungsdauer von ca. 38 Stunden zu lange, um in Notfallsituationen einen Nutzen zu bieten und liefert außerdem falsche Maßangaben. Nicht näher betrachtet wird in dieser Arbeit die (autonome) Erkundung durch Roboter oder Drohnen, die die Geräte transportieren können, Strom- und Datenübertragungsproblematiken, andere ergänzende Sensortechniken und die Erkundung in dunkler Umgebung

    Hybrid 3D Rendering of Large Map Data for Crisis Management

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    In this paper we investigate the use of games technologies for the research and the development of 3D representations of real environments captured from GIS information and open source map data. Challenges involved in this area concern the large data-sets to be dealt with. Some existing map data include errors and are not complete, which makes the generation of realistic and accurate 3D environments problematic. The domain of application of our work is crisis management which requires very accurate GIS or map information. We believe the use of creating a 3D virtual environment using real map data whilst correcting and completing the missing data, improves the quality and performance of crisis management decision support system to provide a more natural and intuitive interface for crisis managers. Consequently, we present a case study into issues related to combining multiple large datasets to create an accurate representation of a novel, multi-layered, hybrid real-world maps. The hybrid map generation combines LiDAR, Ordnance Survey, and OpenStreetMap data to generate 3D cities spanning 1 km2. Evaluation of initial visualised scenes is presented. Initial tests consist of a 1 km2 landscape map containing up to 16 million vertices’ and run at an optimal 51.66 frames per-second

    Contributions to Big Geospatial Data Rendering and Visualisations

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    Current geographical information systems lack features and components which are commonly found within rendering and game engines. When combined with computer game technologies, a modern geographical information system capable of advanced rendering and data visualisations are achievable. We have investigated the combination of big geospatial data, and computer game engines for the creation of a modern geographical information system framework capable of visualising densely populated real-world scenes using advanced rendering algorithms. The pipeline imports raw geospatial data in the form of Ordnance Survey data which is provided by the UK government, LiDAR data provided by a private company, and the global open mapping project of OpenStreetMap. The data is combined to produce additional terrain data where data is missing from the high resolution data sources of LiDAR by utilising interpolated Ordnance Survey data. Where data is missing from LiDAR, the same interpolation techniques are also utilised. Once a high resolution terrain data set which is complete in regards to coverage, is generated, sub datasets can be extracted from the LiDAR using OSM boundary data as a perimeter. The boundaries of OSM represent buildings or assets. Data can then be extracted such as the heights of buildings. This data can then be used to update the OSM database. Using a novel adjacency matrix extraction technique, 3D model mesh objects can be generated using both LiDAR and OSM information. The generation of model mesh objects created from OSM data utilises procedural content generation techniques, enabling the generation of GIS based 3D real-world scenes. Although only LiDAR and Ordnance Survey for UK data is available, restricting the generation to the UK borders, using OSM alone, the system is able to procedurally generate any place within the world covered by OSM. In this research, to manage the large amounts of data, a novel scenegraph structure has been generated to spatially separate OSM data according to OS coordinates, splitting the UK into 1kilometer squared tiles, and categorising OSM assets such as buildings, highways, amenities. Once spatially organised, and categorised as an asset of importance, the novel scenegraph allows for data dispersal through an entire scene in real-time. The 3D real-world scenes visualised within the runtime simulator can be manipulated in four main aspects; • Viewing at any angle or location through the use of a 3D and 2D camera system. • Modifying the effects or effect parameters applied to the 3D model mesh objects to visualise user defined data by use of our novel algorithms and unique lighting data-structure effect file with accompanying material interface. • Procedurally generating animations which can be applied to the spatial parameters of objects, or the visual properties of objects. • Applying Indexed Array Shader Function and taking advantage of the novel big geospatial scenegraph structure to exploit better rendering techniques in the context of a modern Geographical Information System, which has not been done, to the best of our knowledge. Combined with a novel scenegraph structure layout, the user can view and manipulate real-world procedurally generated worlds with additional user generated content in a number of unique and unseen ways within the current geographical information system implementations. We evaluate multiple functionalities and aspects of the framework. We evaluate the performance of the system, measuring frame rates with multi sized maps by stress testing means, as well as evaluating the benefits of the novel scenegraph structure for categorising, separating, manoeuvring, and data dispersal. Uniform scaling by n2 of scenegraph nodes which contain no model mesh data, procedurally generated model data, and user generated model data. The experiment compared runtime parameters, and memory consumption. We have compared the technical features of the framework against that of real-world related commercial projects; Google Maps, OSM2World, OSM-3D, OSM-Buildings, OpenStreetMap, ArcGIS, Sustainability Assessment Visualisation and Enhancement (SAVE), and Autonomous Learning Agents for Decentralised Data and Information (ALLADIN). We conclude that when compared to related research, the framework produces data-sets relevant for visualising geospatial assets from the combination of real-world data-sets, capable of being used by a multitude of external game engines, applications, and geographical information systems. The ability to manipulate the production of said data-sets at pre-compile time aids processing speeds for runtime simulation. This ability is provided by the pre-processor. The added benefit is to allow users to manipulate the spatial and visual parameters in a number of varying ways with minimal domain knowledge. The features of creating procedural animations attached to each of the spatial parameters and visual shading parameters allow users to view and encode their own representations of scenes which are unavailable within all of the products stated. Each of the alternative projects have similar features, but none which allow full animation ability of all parameters of an asset; spatially or visually, or both. We also evaluated the framework on the implemented features; implementing the needed algorithms and novelties of the framework as problems arose in the development of the framework. Examples of this is the algorithm for combining the multiple terrain data-sets we have (Ordnance Survey terrain data and Light Detection and Ranging Digital Surface Model data and Digital Terrain Model data), and combining them in a justifiable way to produce maps with no missing data values for further analysis and visualisation. A majority of visualisations are rendered using an Indexed Array Shader Function effect file, structured to create a novel design to encapsulate common rendering effects found in commercial computer games, and apply them to the rendering of real-world assets for a modern geographical information system. Maps of various size, in both dimensions, polygonal density, asset counts, and memory consumption prove successful in relation to real-time rendering parameters i.e. the visualisation of maps do not create a bottleneck for processing. The visualised scenes allow users to view large dense environments which include terrain models within procedural and user generated buildings, highways, amenities, and boundaries. The use of a novel scenegraph structure allows for the fast iteration and search from user defined dynamic queries. The interaction with the framework is allowed through a novel Interactive Visualisation Interface. Utilising the interface, a user can apply procedurally generated animations to both spatial and visual properties to any node or model mesh within the scene. We conclude that the framework has been a success. We have completed what we have set out to develop and create, we have combined multiple data-sets to create improved terrain data-sets for further research and development. We have created a framework which combines the real-world data of Ordnance Survey, LiDAR, and OpenStreetMap, and implemented algorithms to create procedural assets of buildings, highways, terrain, amenities, model meshes, and boundaries. for visualisation, with implemented features which allows users to search and manipulate a city’s worth of data on a per-object basis, or user-defined combinations. The successful framework has been built by the cross domain specialism needed for such a project. We have combined the areas of; computer games technology, engine and framework development, procedural generation techniques and algorithms, use of real-world data-sets, geographical information system development, data-parsing, big-data algorithmic reduction techniques, and visualisation using shader techniques
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