84 research outputs found
The topography of multivariate normal mixtures
Multivariate normal mixtures provide a flexible method of fitting
high-dimensional data. It is shown that their topography, in the sense of their
key features as a density, can be analyzed rigorously in lower dimensions by
use of a ridgeline manifold that contains all critical points, as well as the
ridges of the density. A plot of the elevations on the ridgeline shows the key
features of the mixed density. In addition, by use of the ridgeline, we uncover
a function that determines the number of modes of the mixed density when there
are two components being mixed. A followup analysis then gives a curvature
function that can be used to prove a set of modality theorems.Comment: Published at http://dx.doi.org/10.1214/009053605000000417 in the
Annals of Statistics (http://www.imstat.org/aos/) by the Institute of
Mathematical Statistics (http://www.imstat.org
Scalable Realtime Rendering and Interaction with Digital Surface Models of Landscapes and Cities
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
Model for Automated Generation of DTM with Hybrid Data Structure Using Point Clouds
In this paper, a model has been created for the automated generation of DTM (Digital Terrain Models) using a hybrid data structure based on LiDAR (Light Detection and Ranging) data. The automated process facilitates the creation and implementation of both simplified and complex DTMs using hybrid data structure. The classification of terrain into various classes is achieved through the application of the slope parameter. This model can be applied to the entire area or a specific area of interest by loading the boundaries and offers the optional capability to implement structural terrain lines in the form of watersheds. The proposed model addresses the challenge of generating DTMs in rapidly changing terrain and areas with complex landscapes, providing solutions to enhance DTM generation performance. Alongside the hybrid DTM structure, the developed model introduces a hierarchical grid with three different spatial resolutions, allowing users to adjust them based on specific requirements. The model is designed to adapt to the terrain, creating a hybrid data structure that combines the benefits of the GRID and TIN (Triangulated Irregular Network) approaches. The development and implementation of the model were carried out in ModelBuilder, within the ArcMap software environment
Efficient topology-aware simplification of large triangulated terrains
A common first step in the terrain processing pipeline of large Triangulated Irregular Networks (TINs) is simplifying the TIN to make it manageable for further processing. The major problem with TIN simplification algorithms is that they create or remove critical points in an uncontrolled way. Topology-aware operators have been defined to solve this issue by coarsening a TIN without affecting the topology of its underlying terrain, i.e., without modifying critical simplices describing pits, saddles, peaks, and their connectivity. While effective, existing algorithms are sequential in nature and are not scalable enough to perform well with large terrains on multicore systems. Here, we consider the problem of topology-aware simplification of very large meshes. We define a topology-aware simplification algorithm on a compact and distributed data structure for triangle meshes, namely the Terrain trees. Terrain trees reduce both the memory and time requirements of the simplification procedure by adopting a batched processing strategy of the mesh elements. Furthermore, we define a new parallel topology-aware simplification algorithm that takes advantage of the spatial domain decomposition at the basis of Terrain trees. Scalability and efficiency are experimentally demonstrated on real-world TINs originated from topographic and bathymetric LiDAR data. Our experiments show that topology-aware simplification on Terrain trees uses 40% less memory and half the time than the same approach implemented on the most compact and efficient connectivity-based data structure for TINs. Beyond that, our parallel algorithm on the Terrain trees reaches a 12x speedup when using 20 threads
Methods for Real-time Visualization and Interaction with Landforms
This thesis presents methods to enrich data modeling and analysis in the geoscience domain with a particular focus on geomorphological applications. First, a short overview of the relevant characteristics of the used remote sensing data and basics of its processing and visualization are provided. Then, two new methods for the visualization of vector-based maps on digital elevation models (DEMs) are presented. The first method uses a texture-based approach that generates a texture from the input maps at runtime taking into account the current viewpoint. In contrast to that, the second method utilizes the stencil buffer to create a mask in image space that is then used to render the map on top of the DEM. A particular challenge in this context is posed by the view-dependent level-of-detail representation of the terrain geometry. After suitable visualization methods for vector-based maps have been investigated, two landform mapping tools for the interactive generation of such maps are presented. The user can carry out the mapping directly on the textured digital elevation model and thus benefit from the 3D visualization of the relief. Additionally, semi-automatic image segmentation techniques are applied in order to reduce the amount of user interaction required and thus make the mapping process more efficient and convenient. The challenge in the adaption of the methods lies in the transfer of the algorithms to the quadtree representation of the data and in the application of out-of-core and hierarchical methods to ensure interactive performance. Although high-resolution remote sensing data are often available today, their effective resolution at steep slopes is rather low due to the oblique acquisition angle. For this reason, remote sensing data are suitable to only a limited extent for visualization as well as landform mapping purposes. To provide an easy way to supply additional imagery, an algorithm for registering uncalibrated photos to a textured digital elevation model is presented. A particular challenge in registering the images is posed by large variations in the photos concerning resolution, lighting conditions, seasonal changes, etc. The registered photos can be used to increase the visual quality of the textured DEM, in particular at steep slopes. To this end, a method is presented that combines several georegistered photos to textures for the DEM. The difficulty in this compositing process is to create a consistent appearance and avoid visible seams between the photos. In addition to that, the photos also provide valuable means to improve landform mapping. To this end, an extension of the landform mapping methods is presented that allows the utilization of the registered photos during mapping. This way, a detailed and exact mapping becomes feasible even at steep slopes
Longitudinal subglacial bedform semi-automated mapping and measurement
This thesis addresses methodological issues in the morphometric inventorying of relict drumlins and mega-scale glacial lineations (longitudinal subglacial bedforms, LSBs) which pose limits to a robust description of LSB morphometry and thus to testing hypotheses of LSB genesis, with implications for postdicting past, and predicting future, ice sheet behavior. Focus is on a) the adequacy of previously used morphometric measurement methods (MMM) (GIS) and b) the development of LSB semi-automated mapping (SAM) methods. Dimensions derived from an ellipse fitted to the LSB footprint based on Euler’s approximation are inaccurate and both these and orientation based on the longest straight line enclosed by the footprint are imprecise. A newly tested MMM based on the standard deviational ellipse performs best. A new SAM method outperforms previous methods. It is based on the analysis of normalized local relief closed contours and on a supervised ruleset encapsulating expert knowledge, published morphometric data and study area LSB morphometry
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A framework for local terrain deformation based on diffusion theory
Terrains have a key role in making outdoor virtual scenes believable and immersive as they form the support for every other natural element in the scene. Although important, terrains are often given limited interactivity in real-time applications. However, in nature, terrains are dynamic and interact with the rest of the environment changing shape on different levels, from tracks left by a person running on a gravel soil (micro-scale), to avalanches on the side of a mountain (macro-scale).
The challenge in representing dynamic terrains correctly is that the soil that forms them is vastly heterogeneous and behaves differently depending on its composition. This heterogeneity introduces difficulties at different levels in dynamic terrains simulations, from modelling the large amount of different elements that compose the oil to simulating their dynamic behaviour.
This work presents a novel framework to simulate multi-material dynamic terrains by taking into account the soil composition and its heterogeneity. In the proposed framework soil information is obtained from a material description map applied to the terrain mesh. This information is used to compute deformations in the area of interaction using a novel mathematical model based on diffusion theory. The deformations are applied to the terrain mesh in different ways depending on the distance of the area of interaction from the camera and the soil material. Deformations away from the camera are simulated by dynamically displacing normals. While deformations in a neighbourhood of the camera are represented by displacing the terrain mesh, which is locally tessellated to better fit the displacement. For gravel based soils the terrain details are added near the camera by reconstructing the meshes of the small rocks from the texture image, thus simulating both micro and macro-structure of the terrain.
The outcome of the framework is a realistic interactive dynamic terrain animation in real-time
System Engineering Applied to Fuenmayor Karst Aquifer (San Julián de Banzo, Huesca) and Collins Glacier (King George Island, Antarctica)
La ingenierĂa de sistemas, definida generalmente como arte y ciencia de crear soluciones integrales a problemas complejos, se aplica en el presente documento a dos sistemas naturales, a saber, un sistema acuĂfero kárstico y un sistema glaciar, desde una perspectiva hidrolĂłgica. Las tĂ©cnicas de identificaciĂłn, desarrolladas tĂpicamente en ingenierĂa para representar sistemas artificiales por medio de modelos lineales y no lineales, pueden aplicarse en el estudio de los sistemas naturales donde se producen fenĂłmenos de acoplamiento entre el clima y la hidrosfera. Los mĂ©todos evolucionan para afrontar nuevos campos de identificaciĂłn donde se requieren estrategias para encontrar el modelo idĂłneo adaptado a las peculiaridades del sistema. En este sentido, se han considerado especialmente las herramientas basadas en la transformada wavelet utilizadas en la preparaciĂłn de series temporales, suavizado de señales, análisis espectral, correlaciĂłn cruzada y predicciĂłn, entre otros. Bajo este enfoque, una aplicaciĂłn a mencionar entre las tratadas en esta tesis, es la determinaciĂłn analĂtica del nĂşcleo efectivo estacional (SEC) a travĂ©s del estudio de la coherencia wavelet entre temperatura del aire y la descarga del glaciar, que establece un conjunto de perĂodos de muestreo aceptablemente coherentes, a partir del cual se crearán los modelos del sistema glacial. El estudio está dirigido especĂficamente a estimar la influencia de la precipitaciĂłn sobre la descarga del acuĂfero kárstico de Fuenmayor, en San Julián de Banzo, Huesca, España. De la misma manera, se ocupa de las consecuencias de la temperatura del aire en la fusiĂłn del hielo glaciar, que se manifiesta en la corriente de drenaje del glaciar Collins, isla King George, Antártida. En el proceso de identificaciĂłn paramĂ©trica y no paramĂ©trica se buscan los modelos que mejor representen la dinámica interna del sistema. Eso conduce a pruebas iterativas, donde se van creando modelos que se verifican sistemáticamente con los datos reales del muestreo, de acuerdo a un criterio de eficiencia dado. La soluciĂłn mejor valorada segĂşn los resultados obtenidos en los casos tratados apuntan a estructuras de modelos en bloques. Esta tesis significa una exposiciĂłn formal de la metodologĂa de identificaciĂłn de sistemas propios de la ingenierĂa en el contexto de los sistemas naturales, que mejoran los resultados obtenidos en muchos casos de la hidrologĂa kárstica que comĂşnmente usaban mĂ©todos ad hoc ocasionales de carácter estadĂstico; asĂ mismo, los enfoques propuestos en los casos de glaciologĂa con el análisis wavelet y los modelos orientados a datos raramente considerados en la literatura, revelan informaciĂłn esencial ante la imposibilidad de precisar la totalidad de la fĂsica que rige el sistema. Notables resultados se derivan en la caracterizaciĂłn de la respuesta del manantial de Fuenmayor y su correlaciĂłn con la precipitaciĂłn, desde la perspectiva de un sistema lineal, que se complementa con los mĂ©todos de identificaciĂłn basados en tĂ©cnicas no lineales. AsĂ mismo, la implementaciĂłn del modelo para el glaciar Collins, obtenido tambiĂ©n mediante mĂ©todos de identificaciĂłn de caja negra, puede revelar una inestabilidad de los lĂmites de los periodos activos de la descarga, y consecuentemente la variabilidad en la tendencia actual en el cambio climático global
Surface Remeshing and Applications
Due to the focus of popular graphic accelerators, triangle meshes remain the primary representation for 3D surfaces. They are the simplest form of interpolation between surface samples, which may have been acquired with a laser scanner, computed from a 3D scalar field resolved on a regular grid, or identified on slices of medical data. Typical methods for the generation of triangle meshes from raw data attempt to lose as less information as possible, so that the resulting surface models can be used in the widest range of scenarios. When such a general-purpose model has to be used in a particular application context, however, a pre-processing is often worth to be considered. In some cases, it is convenient to slightly modify the geometry and/or the connectivity of the mesh, so that further processing can take place more easily. Other applications may require the mesh to have a pre-defined structure, which is often different from the one of the original general-purpose mesh. The central focus of this thesis is the automatic remeshing of highly detailed surface triangulations. Besides a thorough discussion of state-of-the-art applications such as real-time rendering and simulation, new approaches are proposed which use remeshing for topological analysis, flexible mesh generation and 3D compression. Furthermore, innovative methods are introduced to post-process polygonal models in order to recover information which was lost, or hidden, by a prior remeshing process. Besides the technical contributions, this thesis aims at showing that surface remeshing is much more useful than it may seem at a first sight, as it represents a nearly fundamental step for making several applications feasible in practice
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