687 research outputs found

    Surface networks

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    © Copyright CASA, UCL. The desire to understand and exploit the structure of continuous surfaces is common to researchers in a range of disciplines. Few examples of the varied surfaces forming an integral part of modern subjects include terrain, population density, surface atmospheric pressure, physico-chemical surfaces, computer graphics, and metrological surfaces. The focus of the work here is a group of data structures called Surface Networks, which abstract 2-dimensional surfaces by storing only the most important (also called fundamental, critical or surface-specific) points and lines in the surfaces. Surface networks are intelligent and “natural ” data structures because they store a surface as a framework of “surface ” elements unlike the DEM or TIN data structures. This report presents an overview of the previous works and the ideas being developed by the authors of this report. The research on surface networks has fou

    Terrain Prickliness: Theoretical Grounds for High Complexity Viewsheds

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    An important task in terrain analysis is computing viewsheds. A viewshed is the union of all the parts of the terrain that are visible from a given viewpoint or set of viewpoints. The complexity of a viewshed can vary significantly depending on the terrain topography and the viewpoint position. In this work we study a new topographic attribute, the prickliness, that measures the number of local maxima in a terrain from all possible angles of view. We show that the prickliness effectively captures the potential of terrains to have high complexity viewsheds. We present near-optimal algorithms to compute it for TIN terrains, and efficient approximate algorithms for raster DEMs. We validate the usefulness of the prickliness attribute with experiments in a large set of real terrains

    Rendering process of digital terrain model on mobile devices

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    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

    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 novel rapid method for viewshed computation on DEM through max-pooling and min-expected height

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    Viewshed computation of a digital elevation model (DEM) plays an important role in a geographic information system, but the required high computational time is a serious problem for a practical application. Hitherto, the mainstream methods of viewshed computing include line-of-sight method, reference planes method, etc. Based on these classical algorithms, a new algorithm for viewshed computation is proposed in this paper: the Matryoshka doll algorithm. Through a pooling operation, the minimum expected height of the DEM is introduced as max-pooling with minimum expected height in the viewshed computing optimization. This is to increase the efficiency and adaptability of the computation of the visibility range. The experimental results demonstrate that the algorithm has obvious advantages in computing speed, but with the accuracy only slightly reduced

    Query-by-Pointing: Algorithms and Pointing Error Compensation

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    People typically communicate by pointing, talking, sketching, writing, and typing. Pointing can be used to visualize or exchange information about an object when there is no other mutually understood way of communication. Despite its proven expressiveness, however, it has not yet become a frequently used modality to interact with computer systems. With the rapid move towards the adoption of mobile technologies, geographic information systems (GISs) have a particular need for advanced forms of interaction that enable users to query the geographic world directly. To enable pointing-based query system on a handheld device, a number of fundamental technical challenges have to be overcome. For such a system to materialize we need models stored in the device\u27s knowledge base that can be used as surrogate of real world objects. These computations, however, assume that (1) the pointing direction matches with the line-of-sight and (2) the observations about location and direction are precise enough so that a computational model will determine the same object as what the user points at. Both assumptions are not true. This thesis, therefore, develops an efficient error compensation model to reduce the discrepancy between the line-of-sight of the eye and the pointer direction. The model is based on a coordinate system centered at the neck and distances measured from neck to eye, neck to shoulder, shoulder to handheld pointer, and the pointing direction. An experiment was conducted using a gyro-enhanced sensor and three subjects who pointed at marked targets in a given room. It showed that the error compensation algorithm significantly reduces errors in pointing with arms outstretched

    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

    09111 Abstracts Collection -- Computational Geometry

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    From March 8 to March 13, 2009, the Dagstuhl Seminar 09111 ``Computational Geometry \u27\u27 was held in Schloss Dagstuhl~--~Leibniz Center for Informatics. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available
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