424 research outputs found
Realistic reconstruction and rendering of detailed 3D scenarios from multiple data sources
During the last years, we have witnessed significant improvements in digital terrain modeling, mainly through photogrammetric techniques based on satellite and aerial photography, as well as laser scanning. These techniques allow the creation of Digital Elevation Models (DEM) and Digital Surface Models (DSM) that can be streamed over the network and explored through virtual globe applications like Google Earth or NASA WorldWind.
The resolution of these 3D scenes has improved noticeably in the last years, reaching in some urban areas resolutions up to 1m or less for DEM and buildings, and less than 10 cm per pixel in the associated aerial imagery. However, in rural, forest or mountainous areas, the typical resolution for elevation datasets ranges between 5 and 30 meters, and typical resolution of corresponding aerial photographs ranges between 25 cm to 1 m. This current level of detail is only sufficient for aerial points of view, but as the viewpoint approaches the surface the terrain loses its realistic appearance.
One approach to augment the detail on top of currently available datasets is adding synthetic details in a plausible manner, i.e. including elements that match the features perceived in the aerial view. By combining the real dataset with the instancing of models on the terrain and other procedural detail techniques, the effective resolution can potentially become arbitrary. There are several applications that do not need an exact reproduction of the real elements but would greatly benefit from plausibly enhanced terrain models: videogames and entertainment applications, visual impact assessment (e.g. how a new ski resort would look), virtual tourism, simulations, etc.
In this thesis we propose new methods and tools to help the reconstruction and synthesis of high-resolution terrain scenes from currently available data sources, in order to achieve realistically looking ground-level views. In particular, we decided to focus on rural scenarios, mountains and forest areas.
Our main goal is the combination of plausible synthetic elements and procedural detail with publicly available real data to create detailed 3D scenes from existing locations. Our research has focused on the following contributions:
- An efficient pipeline for aerial imagery segmentation
- Plausible terrain enhancement from high-resolution examples
- Super-resolution of DEM by transferring details from the aerial photograph
- Synthesis of arbitrary tree picture variations from a reduced set of photographs
- Reconstruction of 3D tree models from a single image
- A compact and efficient tree representation for real-time rendering of forest landscapesDurant els darrers anys, hem presenciat avenços significatius en el modelat digital de terrenys, principalment grĂ cies a tècniques fotogramètriques, basades en fotografia aèria o satèl·lit, i a escĂ ners lĂ ser. Aquestes tècniques permeten crear Models Digitals d'Elevacions (DEM) i Models Digitals de SuperfĂcies (DSM) que es poden retransmetre per la xarxa i ser explorats mitjançant aplicacions de globus virtuals com ara Google Earth o NASA WorldWind. La resoluciĂł d'aquestes escenes 3D ha millorat considerablement durant els darrers anys, arribant a algunes Ă rees urbanes a resolucions d'un metre o menys per al DEM i edificis, i fins a menys de 10 cm per pĂxel a les fotografies aèries associades. No obstant, en entorns rurals, boscos i zones muntanyoses, la resoluciĂł tĂpica per a dades d'elevaciĂł es troba entre 5 i 30 metres, i per a les corresponents fotografies aèries varia entre 25 cm i 1m. Aquest nivell de detall nomĂ©s Ă©s suficient per a punts de vista aeris, però a mesura que ens apropem a la superfĂcie el terreny perd tot el realisme. Una manera d'augmentar el detall dels conjunts de dades actuals Ă©s afegint a l'escena detalls sintètics de manera plausible, Ă©s a dir, incloure elements que encaixin amb les caracterĂstiques que es perceben a la vista aèria. AixĂ, combinant les dades reals amb instĂ ncies de models sobre el terreny i altres tècniques de detall procedural, la resoluciĂł efectiva del model pot arribar a ser arbitrĂ ria. Hi ha diverses aplicacions per a les quals no cal una reproducciĂł exacta dels elements reals, però que es beneficiarien de models de terreny augmentats de manera plausible: videojocs i aplicacions d'entreteniment, avaluaciĂł de l'impacte visual (per exemple, com es veuria una nova estaciĂł d'esquĂ), turisme virtual, simulacions, etc. En aquesta tesi, proposem nous mètodes i eines per ajudar a la reconstrucciĂł i sĂntesi de terrenys en alta resoluciĂł partint de conjunts de dades disponibles pĂşblicament, per tal d'aconseguir vistes a nivell de terra realistes. En particular, hem decidit centrar-nos en escenes rurals, muntanyes i Ă rees boscoses. El nostre principal objectiu Ă©s la combinaciĂł d'elements sintètics plausibles i detall procedural amb dades reals disponibles pĂşblicament per tal de generar escenes 3D d'ubicacions existents. La nostra recerca s'ha centrat en les segĂĽents contribucions: - Un pipeline eficient per a segmentaciĂł d'imatges aèries - Millora plausible de models de terreny a partir d'exemples d’alta resoluciĂł - Super-resoluciĂł de models d'elevacions transferint-hi detalls de la fotografia aèria - SĂntesis d'un nombre arbitrari de variacions d’imatges d’arbres a partir d'un conjunt reduĂŻt de fotografies - ReconstrucciĂł de models 3D d'arbres a partir d'una Ăşnica fotografia - Una representaciĂł compacta i eficient d'arbres per a navegaciĂł en temps real d'escenesPostprint (published version
Multilayer representation for geological information systems
En esta tesis se propone el uso de la RepresentaciĂłn de Terrenos Basada en Stacks (SBRT, de sus siglas en inglĂ©s) para datos geolĂłgicos volumĂ©tricos. Esta estructura de datos codifica estructuras geolĂłgicas representadas como stacks utilizando una compacta representaciĂłn de datos. A continuaciĂłn, hemos formalizado la SBRT con un esquema basado en la teorĂa de geo-átomos para proporcionar una definiciĂłn precisa y determinar sus propiedades. Esta tesis tambiĂ©n introduce una nueva estructura de datos llamada QuadStack, mejorando los resultados de compresiĂłn proporcionados por la SBRT al aprovechar la redundancia de informaciĂłn que a menudo se encuentra en los datos distribuidos por capas. TambiĂ©n se han proporcionado mĂ©todos de visualizaciĂłn para estas representaciones basados en el conocido algoritmo de visualizaciĂłn raycasting. Al mantener los datos en todo momento en la memoria de la GPU de forma compacta, los mĂ©todos propuestos son lo suficientemente rápidos como para proporcionar velocidades de visualizaciĂłn interactivas.In this thesis we propose the use of the Stack-Based Representation of Terrains (SBRT) for volumetric geological data. This data structure encodes geological structures represented as stacks using a compact data representation. The SBRT is further formalized with a framework based on the geo-atom theory to provide a precise definition and determine its properties. Also, we introduce QuadStacks, a novel data structure that improves the compression results provided by the SBRT, by exploiting in its data arrangement the redundancy often found in layered dataset. This thesis also provides direct visualization methods for the SBR and QuadStacks based on the well-known raycasting algorithm. By keeping the whole dataset in the GPU in a compact way, the methods are fast enough to provide real-time frame rates.Tesis Univ. JaĂ©n. Departamento de Informática. LeĂda el 19 de septiembre de 2019
A Framework for Dynamic Terrain with Application in Off-road Ground Vehicle Simulations
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
Hiking networks generation from elevation maps
In this project we propose a highly controllable automatic method to synthesize plausible hiking networks connecting the different points of interest on a real or synthetic terrain. Our approach relies on a geometry graph generation algorithm based on a non-Euclidean metric combined with a path finding algorithm to generate a hiking network containing trails with different grades of difficulty. Unlike previous work, our method does not require a specific path merging stage, instead, each path generated takes into account the existing paths and merges with them if the conditions allow it. The trajectory of the trails is based on the different parameters of the scene, including the slope of the terrain, the exposure to falling, the natural obstacles such as lakes or snowy regions and the already existing trails
Variable-resolution Compression of Vector Data
The compression of spatial data is a promising solution to reduce the space of data storage and to decrease the transmission time of spatial data over the Internet. This paper proposes a new method for variable-resolution compression of vector data. Three key steps are encompassed in the proposed method, namely, the simplification of vector data via the elimination of vertices, the compression of removed vertices, and the decoding of the compressed vector data. The proposed compression method was implemented and applied to compress vector data to investigate its performance in terms of the compression ratio, distortions of geometric shapes. The results show that the proposed method provides a feasible and efficient solution for the compression of vector data, is able to achieve good compression ratios and maintains the main shape characteristics of the spatial objects within the compressed vector dat
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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
3D visualization of in-flight recorded data.
Human being can easily acquire information by showing the object than reading the description of it. Our brain stores images that the eyes are seeing and by the brain mapping, people can analyze information by imagination in the brain. This is the reason why visualization is important and powerful. It helps people remember the scene later. Visualization transforms the symbolic into the geometric, enabling researchers to observe their simulations and computations (Flurchick, 2001). As a consequence, many computer scientists and programmers take their time to build better visualization of the data for users. For the flight data from an aircraft, it is better to understand data in 3D computer graphics rather than to look at mere numbers. The flight data consists of several fields such as elapsed time, latitude, longitude, altitude, ground speed, roll angle, pitch angle, heading, wind speed, and so on. With these data variables, filtering is the first process for visualization in order to gather important information. The collection of processed data is transformed to 3D graphics form to be rendered by generating Keyhole Mark-up Language (KML) files in the system. KML is an XML grammar and file format for modeling and storing geographic features such as points, lines, images, polygons, and models for display in Google Earth or Google Maps. Like HTML, KML has a tag-based structure with names and attributes used for specific display purposes. In the present work, new approaches to visualize flight using Google Earth are developed. Because of the limitation of the Google Earth API, the Great Circle Distance calculation and trigonometric functions are implemented to handle the position, angles of roll and pitch, and a range of the camera positions to generate several points of view. Currently, visual representation of flight data depends on 2D graphics although an aircraft flies in a 3D space. The graphical interface allows flight analysts to create ground traces in 2D, and flight ribbons and flight paths with altitude in 3D. Additionally, by incorporating weather information, fog and clouds can also be generated as part of the animation effects. With 3D stereoscopic technique, a realistic visual representation of the flights is realized
Data Science, Data Visualization, and Digital Twins
Real-time, web-based, and interactive visualisations are proven to be outstanding methodologies and tools in numerous fields when knowledge in sophisticated data science and visualisation techniques is available. The rationale for this is because modern data science analytical approaches like machine/deep learning or artificial intelligence, as well as digital twinning, promise to give data insights, enable informed decision-making, and facilitate rich interactions among stakeholders.The benefits of data visualisation, data science, and digital twinning technologies motivate this book, which exhibits and presents numerous developed and advanced data science and visualisation approaches. Chapters cover such topics as deep learning techniques, web and dashboard-based visualisations during the COVID pandemic, 3D modelling of trees for mobile communications, digital twinning in the mining industry, data science libraries, and potential areas of future data science development
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
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