43 research outputs found

    A novel parallel algorithm for surface editing and its FPGA implementation

    Get PDF
    A thesis submitted to the University of Bedfordshire in partial fulfilment of the requirements for the degree of Doctor of PhilosophySurface modelling and editing is one of important subjects in computer graphics. Decades of research in computer graphics has been carried out on both low-level, hardware-related algorithms and high-level, abstract software. Success of computer graphics has been seen in many application areas, such as multimedia, visualisation, virtual reality and the Internet. However, the hardware realisation of OpenGL architecture based on FPGA (field programmable gate array) is beyond the scope of most of computer graphics researches. It is an uncultivated research area where the OpenGL pipeline, from hardware through the whole embedded system (ES) up to applications, is implemented in an FPGA chip. This research proposes a hybrid approach to investigating both software and hardware methods. It aims at bridging the gap between methods of software and hardware, and enhancing the overall performance for computer graphics. It consists of four parts, the construction of an FPGA-based ES, Mesa-OpenGL implementation for FPGA-based ESs, parallel processing, and a novel algorithm for surface modelling and editing. The FPGA-based ES is built up. In addition to the Nios II soft processor and DDR SDRAM memory, it consists of the LCD display device, frame buffers, video pipeline, and algorithm-specified module to support the graphics processing. Since there is no implementation of OpenGL ES available for FPGA-based ESs, a specific OpenGL implementation based on Mesa is carried out. Because of the limited FPGA resources, the implementation adopts the fixed-point arithmetic, which can offer faster computing and lower storage than the floating point arithmetic, and the accuracy satisfying the needs of 3D rendering. Moreover, the implementation includes Bézier-spline curve and surface algorithms to support surface modelling and editing. The pipelined parallelism and co-processors are used to accelerate graphics processing in this research. These two parallelism methods extend the traditional computation parallelism in fine-grained parallel tasks in the FPGA-base ESs. The novel algorithm for surface modelling and editing, called Progressive and Mixing Algorithm (PAMA), is proposed and implemented on FPGA-based ES’s. Compared with two main surface editing methods, subdivision and deformation, the PAMA can eliminate the large storage requirement and computing cost of intermediated processes. With four independent shape parameters, the PAMA can be used to model and edit freely the shape of an open or closed surface that keeps globally the zero-order geometric continuity. The PAMA can be applied independently not only FPGA-based ESs but also other platforms. With the parallel processing, small size, and low costs of computing, storage and power, the FPGA-based ES provides an effective hybrid solution to surface modelling and editing

    Designing of objects using smooth cubic splines

    Get PDF

    New strategies for curve and arbitrary-topology surface constructions for design

    Get PDF
    This dissertation presents some novel constructions for curves and surfaces with arbitrary topology in the context of geometric modeling. In particular, it deals mainly with three intimately connected topics that are of interest in both theoretical and applied research: subdivision surfaces, non-uniform local interpolation (in both univariate and bivariate cases), and spaces of generalized splines. Specifically, we describe a strategy for the integration of subdivision surfaces in computer-aided design systems and provide examples to show the effectiveness of its implementation. Moreover, we present a construction of locally supported, non-uniform, piecewise polynomial univariate interpolants of minimum degree with respect to other prescribed design parameters (such as support width, order of continuity and order of approximation). Still in the setting of non-uniform local interpolation, but in the case of surfaces, we devise a novel parameterization strategy that, together with a suitable patching technique, allows us to define composite surfaces that interpolate given arbitrary-topology meshes or curve networks and satisfy both requirements of regularity and aesthetic shape quality usually needed in the CAD modeling framework. Finally, in the context of generalized splines, we propose an approach for the construction of the optimal normalized totally positive (B-spline) basis, acknowledged as the best basis of representation for design purposes, as well as a numerical procedure for checking the existence of such a basis in a given generalized spline space. All the constructions presented here have been devised keeping in mind also the importance of application and implementation, and of the related requirements that numerical procedures must satisfy, in particular in the CAD context

    Integrated structural analysis using isogeometric finite element methods

    Get PDF
    The gradual digitization in the architecture, engineering, and construction industry over the past fifty years led to an extremely heterogeneous software environment, which today is embodied by the multitude of different digital tools and proprietary data formats used by the many specialists contributing to the design process in a construction project. Though these projects become increasingly complex, the demands on financial efficiency and the completion within a tight schedule grow at the same time. The digital collaboration of project partners has been identified as one key issue in successfully dealing with these challenges. Yet currently, the numerous software applications and their respective individual views on the design process severely impede that collaboration. An approach to establish a unified basis for the digital collaboration, regardless of the existing software heterogeneity, is a comprehensive digital building model contributed to by all projects partners. This type of data management known as building information modeling (BIM) has many benefits, yet its adoption is associated with many difficulties and thus, proceeds only slowly. One aspect in the field of conflicting requirements on such a digital model is the cooperation of architects and structural engineers. Traditionally, these two disciplines use different abstractions of reality for their models that in consequence lead to incompatible digital representations thereof. The onset of isogeometric analysis (IGA) promised to ease the discrepancy in design and analysis model representations. Yet, that initial focus quickly shifted towards using these methods as a more powerful basis for numerical simulations. Furthermore, the isogeometric representation alone is not capable of solving the model abstraction problem. It is thus the intention of this work to contribute to an improved digital collaboration of architects and engineers by exploring an integrated analysis approach on the basis of an unified digital model and solid geometry expressed by splines. In the course of this work, an analysis framework is developed that utilizes such models to automatically conduct numerical simulations commonly required in construction projects. In essence, this allows to retrieve structural analysis results from BIM models in a fast and simple manner, thereby facilitating rapid design iterations and profound design feedback. The BIM implementation Industry Foundation Classes (IFC) is reviewed with regard to its capabilities of representing the unified model. The current IFC schema strongly supports the use of redundant model data, a major pitfall in digital collaboration. Additionally, it does not allow to describe the geometry by volumetric splines. As the pursued approach builds upon a unique model for both, architectural and structural design, and furthermore requires solid geometry, necessary schema modifications are suggested. Structural entities are modeled by volumetric NURBS patches, each of which constitutes an individual subdomain that, with regard to the analysis, is incompatible with the remaining full model. The resulting consequences for numerical simulation are elaborated in this work. The individual subdomains have to be weakly coupled, for which the mortar method is used. Different approaches to discretize the interface traction fields are implemented and their respective impact on the analysis results is evaluated. All necessary coupling conditions are automatically derived from the related geometry model. The weak coupling procedure leads to a linear system of equations in saddle point form, which, owed to the volumetric modeling, is large in size and, the associated coefficient matrix has, due to the use of higher degree basis functions, a high bandwidth. The peculiarities of the system require adapted solution methods that generally cause higher numerical costs than the standard procedures for symmetric, positive-definite systems do. Different methods to solve the specific system are investigated and an efficient parallel algorithm is finally proposed. When the structural analysis model is derived from the unified model in the BIM data, it does in general initially not meet the requirements on the discretization that are necessary to obtain sufficiently accurate analysis results. The consequently necessary patch refinements must be controlled automatically to allowfor an entirely automatic analysis procedure. For that purpose, an empirical refinement scheme based on the geometrical and possibly mechanical properties of the specific entities is proposed. The level of refinement may be selectively manipulated by the structural engineer in charge. Furthermore, a Zienkiewicz-Zhu type error estimator is adapted for the use with isogeometric analysis results. It is shown that also this estimator can be used to steer an adaptive refinement procedure

    Iterative geometric design for architecture

    Get PDF
    This work investigates on computer aided integrated architectural design and production. The aim is to provide integral solutions for the design and the production of geometrically complex free-form architecture. Investigations on computer aided geometric design and integrated manufacturing are carried out with equal importance. This research is considering an integral and interdisciplinary approach, including computer science, mathematics and architecture. Inspired by fractal geometry, the IFS formalism is studied with regards to discrete architectural geometric design. The geometric design method studied provides new shape control possibilities unifying two separate design paradigms of rough and smooth objects. Capable to design fractal geometric figures, the method also covers the generation of classical objects such as conics and NURBS-curves. Close attention has been paid to the design of iterative free-form surfaces, which are composed entirely out of planar elements. A surface method based on projected vector sums is proposed. The resulting geometric figures are expressed in a discrete form and can be easily translated into a coherent set of constructional elements. The studies for translation of the geometrical elements into constructional elements consider integrated manufacturing. Addressing and numbering of the elements by iterative geometric design are investigated and compared to lexicographically ordered addressing systems, in order to provide an adequate data structure for the design, production and assembly of the constructional elements. For the generation of the data describing constructional elements, problems related to thickening and offset meshes are discussed. Once the global geometry of the constructional part has been computed, parameters are defined for generic automated detailing. Hereby the entire description of the constructional elements is completed. These elements are mapped and packed with regards to the coordinate system of a CNC-machine and the properties and the dimensions of the raw material, providing the complete set of workshop plans needed for integrated manufacturing. For automated generation of machine instructions (G-code), machining strategies – depending on the type of machine used, tool and material properties – are elaborated. Finally, the integrated digital design methods studied within the scope of this thesis are tested and verified by the realization of different reduced scale prototypes. The studied applications range from bearing vault structures to fractal and smooth timber panel shell structures. The developed methods have shown to be efficient for the design and the realization of geometrically complex architectural objects. The required planning effort to handle and manipulate the design and the production data has been greatly reduced. Some of the proposed methods have proved to be robust and general enough to be applied on real world applications. Iterative geometric design provides high degree of design possibilities offering an efficient tool for the creation of smooth and rough free form objects. The possibility to incorporate successive folds in free-form objects allows structural applications

    Dynamic data structures and saliency-influenced rendering

    Get PDF
    With increasing heterogeneity of modern hardware, different requirements for 3d applications arise. Despite the fact that real-time rendering of photo-realistic images is possible using today’s graphics cards, still large computational effort is required. Furthermore, smart-phones or computers with older, less powerful graphics cards may not be able to reproduce these results. To retain interactive rendering, usually the detail of a scene is reduced, and so less data needs to be processed. This removal of data, however, may introduce errors, so called artifacts. These artifacts may be distracting for a human spectator when gazing at the display. Thus, the visual quality of the presented scene is reduced. This is counteracted by identifying features of an object that can be removed without introducing artifacts. Most methods utilize geometrical properties, such as distance or shape, to rate the quality of the performed reduction. This information used to generate so called Levels Of Detail (LODs), which are made available to the rendering system. This reduces the detail of an object using the precalculated LODs, e.g. when it is moved into the back of the scene. The appropriate LOD is selected using a metric, and it is replaced with the current displayed version. This exchange must be made smoothly, requiring both LOD-versions to be drawn simultaneously during a transition. Otherwise, this exchange will introduce discontinuities, which are easily discovered by a human spectator. After completion of the transition, only the newly introduced LOD-version is drawn and the previous overhead removed. These LOD-methods usually operate with discrete levels and exploit limitations of both the display and the spectator: the human. Humans are limited in their vision. This ranges from being unable to distinct colors at varying illumination scenarios to the limitation to focus only at one location at a time. Researchers have developed many applications to exploit these limitations to increase the quality of an applied compression. Some popular methods of vision-based compression are MPEG or JPEG. For example, a JPEG compression exploits the reduced sensitivity of humans regarding color and so encodes colors with a lower resolution. Also, other fields, such as auditive perception, allow the exploitation of human limitations. The MP3 compression, for example, reduces the quality of stored frequencies if other frequencies are masking it. For representation of perception various computer models exist. In our rendering scenario, a model is advantageous that cannot be influenced by a human spectator, such as the visual salience or saliency. Saliency is a notion from psycho-physics that determines how an object “pops out” of its surrounding. These outstanding objects (or features) are important for the human vision and are directly evaluated by our Human Visual System (HVS). Saliency combines multiple parts of the HVS and allows an identification of regions where humans are likely to look at. In applications, saliency-based methods have been used to control recursive or progressive rendering methods. Especially expensive display methods, such as pathtracing or global illumination calculations, benefit from a perceptual representation as recursions or calculations can be aborted if only small or unperceivable errors are expected to occur. Yet, saliency is commonly applied to 2d images, and an extension towards 3d objects has only partially been presented. Some issues need to be addressed to accomplish a complete transfer. In this work, we present a smart rendering system that not only utilizes a 3d visual salience model but also applies the reduction in detail directly during rendering. As opposed to normal LOD-methods, this detail reduction is not limited to a predefined set of levels, but rather a dynamic and continuous LOD is created. Furthermore, to apply this reduction in a human-oriented way, a universal function to compute saliency of a 3d object is presented. The definition of this function allows to precalculate and store object-related visual salience information. This stored data is then applicable in any illumination scenario and allows to identify regions of interest on the surface of a 3d object. Unlike preprocessed methods, which generate a view-independent LOD, this identification includes information of the scene as well. Thus, we are able to define a perception-based, view-specific LOD. Performance measures of a prototypical implementation on computers with modern graphic cards achieved interactive frame rates, and several tests have proven the validity of the reduction. The adaptation of an object is performed with a dynamic data structure, the TreeCut. It is designed to operate on hierarchical representations, which define a multi-resolution object. In such a hierarchy, the leaf nodes contain the highest detail while inner nodes are approximations of their respective subtree. As opposed to classical hierarchical rendering methods, a cut is stored and re-traversal of a tree during rendering is avoided. Due to the explicit cut representation, the TreeCut can be altered using only two core operations: refine and coarse. The refine-operation increases detail by replacing a node of the tree with its children while the coarse-operation removes the node along with its siblings and replaces them with their parent node. These operations do not rely on external information and can be performed in a local manner. These only require direct successor or predecessor information. Different strategies to evolve the TreeCut are presented, which adapt the representation using only information given by the current cut. These evaluate the cut by assigning either a priority or a target-level (or bucket) to each cut-node. The former is modelled as an optimization problem that increases the average priority of a cut while being restricted in some way, e.g. in size. The latter evolves the cut to match a certain distribution. This is applied in cases where a prioritization of nodes is not applicable. Both evaluation strategies operate with linear time complexity with respect to the size of the current TreeCut. The data layout is chosen to separate rendering data and hierarchy to enable multi-threaded evaluation and display. The object is adapted over multiple frames while the rendering is not interrupted by the used evaluation strategy. Therefore, we separate the representation of the hierarchy from the rendering data. Due to its design, this overhead imposed to the TreeCut data structure does not influence rendering performance, and a linear time complexity for rendering is retained. The TreeCut is not only limited to alter geometrical detail of an object. The TreeCut has successfully been applied to create a non-photo-realistic stippling display, which draws the object with equal sized points in varying density. In this case the bucket-based evaluation strategy is utilized, which determines the distribution of the cut based on local illumination information. As an alternative, an attention drawing mechanism is proposed, which applies the TreeCut evaluation strategies to define the display style of a notification icon. A combination of external priorities is used to derive the appropriate icon version. An application for this mechanism is a messaging system that accounts for the current user situation. When optimizing an object or scene, perceptual methods allow to account for or exploit human limitations. Therefore, visual salience approaches derive a saliency map, which encodes regions of interest in a 2d map. Rendering algorithms extract importance from such a map and adapt the rendering accordingly, e.g. abort a recursion when the current location is unsalient. The visual salience depends on multiple factors including the view and the illumination of the scene. We extend the existing definition of the 2d saliency and propose a universal function for 3d visual salience: the Bidirectional Saliency Weight Distribution Function (BSWDF). Instead of extracting the saliency from 2d image and approximate 3d information, we directly compute this information using the 3d data. We derive a list of equivalent features for the 3d scenario and add them to the BSWDF. As the BSWDF is universal, also 2d images are covered with the BSWDF, and the calculation of the important regions within images is possible. To extract the individual features that contribute to visual salience, capabilities of modern graphics card in combination with an accumulation method for rendering is utilized. Inspired from point-based rendering methods local features are summed up in a single surface element (surfel) and are compared with their surround to determine whether they “pop out”. These operations are performed with a shader-program that is executed on the Graphics Processing Unit (GPU) and has direct access to the 3d data. This increases processing speed because no transfer of the data is required. After computation, each of these object-specific features can be combined to derive a saliency map for this object. Surface specific information, e.g. color or curvature, can be preprocessed and stored onto disk. We define a sampling scheme to determine the views that need to be evaluated for each object. With these schemes, the features can be interpolated for any view that occurs during rendering, and the according surface data is reconstructed. These sampling schemes compose a set of images in form of a lookup table. This is similar to existing rendering techniques, which extract illumination information from a lookup. The size of the lookup table increases only with the number of samples or the image size used for creation as the images are of equal size. Thus, the quality of the saliency data is independent of the object’s geometrical complexity. The computation of a BSWDF can be performed either on a Central Processing Unit (CPU) or a GPU, and an implementation requires only a few instructions when using a shader program. If the surface features have been stored during a preprocess, a reprojection of the data is performed and combined with the current information of the object. Once the data is available, the computation of the saliency values is done using a specialized illumination model, and a priority for each primitive is extracted. If the GPU is used, the calculated data has to be transferred from the graphics card. We therefore use the “transform feedback” capabilities, which allow high transfer rates and preserve the order of processed primitives. So, an identification of regions of interest based on the currently used primitives is achieved. The TreeCut evaluation strategies are then able to optimize the representation in an perception-based manner. As the adaptation utilizes information of the current scene, each change to an object can result in new visual salience information. So, a self-optimizing system is defined: the Feedback System. The output generated by this system converges towards a perception-optimized solution. To proof the saliency information to be useful, user tests have been performed with the results generated by the proposed Feedback System. We compared a saliency-enhanced object compression to a pure geometrical approach, common for LOD-generation. One result of the tests is that saliency information allows to increase compression even further as possible with the pure geometrical methods. The participants were not able to distinguish between objects even if the saliency-based compression had only 60% of the size of the geometrical reduced object. If the size ratio is greater, saliency-based compression is rated, on average, with higher score and these results have a high significance using statistical tests. The Feedback System extends an 3d object with the capability of self-optimization. Not only geometrical detail but also other properties can be limited and optimized using the TreeCut in combination with a BSWDF. We present a dynamic animation, which utilizes a Software Development Kit (SDK) for physical simulations. This was chosen, on the one hand, to show the universal applicability of the proposed system, and on the other hand, to focus on the connection between the TreeCut and the SDK. We adapt the existing framework, and include the SDK within our design. In this case, the TreeCut-operations not only alter geometrical but also simulation detail. This increases calculation performance because both the rendering and the SDK operate on less data after the reduction has been completed. The selected simulation type is a soft-body simulation. Soft-bodies are deformable in a certain degree but retain their internal connection. An example is a piece of cloth that smoothly fits the underlying surface without tearing apart. Other types are rigid bodies, i.e. idealistic objects that cannot be deformed, and fluids or gaseous materials, which are well suited for point-based simulations. Any of these simulations scales with the number of simulation nodes used, and a reduction of detail increases performance significantly. We define a specialized BSWDF to evaluate simulation specific features, such as motion. The Feedback System then increases detail in highly salient regions, e.g. those with large motion, and saves computation time by reducing detail in static parts of the simulation. So, detail of the simulation is preserved while less nodes are simulated. The incorporation of perception in real-time rendering is an important part of recent research. Today, the HVS is well understood, and valid computer models have been derived. These models are frequently used in commercial and free software, e.g. JPEG compression. Within this thesis, the Tree-Cut is presented to change the LOD of an object in a dynamic and continuous manner. No definition of the individual levels in advance is required, and the transitions are performed locally. Furthermore, in combination with an identification of important regions by the BSWDF, a perceptual evaluation of a 3d object is achieved. As opposed to existing methods, which approximate data from 2d images, the perceptual information is directly acquired from 3d data. Some of this data can be preprocessed if necessary, to defer additional computations during rendering. The Feedback System, created by the TreeCut and the BSWDF, optimizes the representation and is not limited to visual data alone. We have shown with our prototype that interactive frame rates can be achieved with modern hardware, and we have proven the validity of the reductions by performing several user tests. However, the presented system only focuses on specific aspects, and more research is required to capture even more capabilities that a perception-based rendering system can provide

    A framework for hull form reverse engineering and geometry integration into numerical simulations

    Get PDF
    The thesis presents a ship hull form specific reverse engineering and CAD integration framework. The reverse engineering part proposes three alternative suitable reconstruction approaches namely curves network, direct surface fitting, and triangulated surface reconstruction. The CAD integration part includes surface healing, region identification, and domain preparation strategies which used to adapt the CAD model to downstream application requirements. In general, the developed framework bridges a point cloud and a CAD model obtained from IGES and STL file into downstream applications

    Generative Mesh Modeling

    Get PDF
    Generative Modeling is an alternative approach for the description of three-dimensional shape. The basic idea is to represent a model not as usual by an agglomeration of geometric primitives (triangles, point clouds, NURBS patches), but by functions. The paradigm change from objects to operations allows for a procedural representation of procedural shapes, such as most man-made objects. Instead of storing only the result of a 3D construction, the construction process itself is stored in a model file. The generative approach opens truly new perspectives in many ways, among others also for 3D knowledge management. It permits for instance to resort to a repository of already solved modeling problems, in order to re-use this knowledge also in different, slightly varied situations. The construction knowledge can be collected in digital libraries containing domain-specific parametric modeling tools. A concrete realization of this approach is a new general description language for 3D models, the "Generative Modeling Language" GML. As a Turing-complete "shape programming language" it is a basis of existing, primitv based 3D model formats. Together with its Runtime engine the GML permits - to store highly complex 3D models in a compact form, - to evaluate the description within fractions of a second, - to adaptively tesselate and to interactively display the model, - and even to change the models high-level parameters at runtime.Die generative Modellierung ist ein alternativer Ansatz zur Beschreibung von dreidimensionaler Form. Zugrunde liegt die Idee, ein Modell nicht wie üblich durch eine Ansammlung geometrischer Primitive (Dreiecke, Punkte, NURBS-Patches) zu beschreiben, sondern durch Funktionen. Der Paradigmenwechsel von Objekten zu Geometrie-erzeugenden Operationen ermöglicht es, prozedurale Modelle auch prozedural zu repräsentieren. Statt das Resultat eines 3D-Konstruktionsprozesses zu speichern, kann so der Konstruktionsprozess selber repräsentiert werden. Der generative Ansatz eröffnet unter anderem gänzlich neue Perspektiven für das Wissensmanagement im 3D-Bereich. Er ermöglicht etwa, auf einen Fundus bereits gelöster Konstruktions-Aufgaben zurückzugreifen, um sie in ähnlichen, aber leicht variierten Situationen wiederverwenden zu können. Das Konstruktions-Wissen kann dazu in Form von Bibliotheken parametrisierter, Domänen-spezifischer Modellier-Werkzeuge gesammelt werden. Konkret wird dazu eine neue allgemeine Modell-Beschreibungs-Sprache vorgeschlagen, die "Generative Modeling Language" GML. Als Turing-mächtige "Programmiersprache für Form" stellt sie eine echte Verallgemeinerung existierender Primitiv-basierter 3D-Modellformate dar. Zusammen mit ihrer Runtime-Engine erlaubt die GML, - hochkomplexe 3D-Objekte extrem kompakt zu beschreiben, - die Beschreibung innerhalb von Sekundenbruchteilen auszuwerten, - das Modell adaptiv darzustellen und interaktiv zu betrachten, - und die Modell-Parameter interaktiv zu verändern

    Delaunay-kolmioinnin hyödyntäminen infrastruktuurin suunnitteluohjelmistoissa

    Get PDF
    In Finland, irregular triangulation has traditionally been used in infrastructural design software, such as road, railroad, bridge, tunnel and environmental design software, to model ground surfaces. Elsewhere, methods like regular square and triangle network, approximating surface without a surface presentation, and algebraic surfaces, have been used for the same task. Approximating the ground surface is necessary for tasks such as determining the height of a point on the ground, interpolating 2D polylines onto the ground, calculating height lines, calculating volumes and visualization. In most of these cases, a continuous surface representation, a digital terrain model is needed. Delaunay triangulation is a way of forming an irregular triangulation out of a 2D point set, in such a way that the triangles are well-formed. Well-formed triangles are essential for the accuracy of the surface representation. This Master's Thesis studies how much time and memory it takes to form a Delaunay triangulation for large point sets, and how Delaunay triangulation compares to other methods of forming a surface representation. In addition, the run-time and accuracy of the resulting surface representations is studied in different interpolation and volume calculation tasks.Infrastruktuurin suunnitteluohjelmistoissa, kuten tien-, rautatien-, sillan-, tunnelin-, ja ympäristönsuunnitteluohjelmistoissa, on Suomessa perinteisesti käytetty maaston pinnan mallintamiseen mittapisteistä muodostettua epäsäännöllistä kolmioverkkoa. Muualla maailmassa ovat käytössä olleet säännölliset neliö- ja kolmioverkot, maaston approksimointi ilman pintaesitystä, sekä joissain tapauksissa algebralliset pintaesitykset. Pinnan approksimaatiota tarvitaan em. sovelluksissa mm. pisteen korkeuden arviointiin, 2-ulotteisten murtoviivojen interpolointiin maaston pinnalle, korkeuskäyrien laskemiseen ja massan (tilavuuden) laskentaan annetuilta alueilta sekä visualisointiin. Delaunay-kolmiointi on tapa muodosta 2-ulotteisesta pistejoukosta epäsäännöllinen kolmioverkko, jonka kolmiot hyvin tasamuotoisia. Kolmioiden tasamuotoisuus on oleellisesta pintamallin tarkkuudelle. Tässä työssä tutkitaan Delaunay-kolmioinnin käytettävyyttä maaston mallintamiseen suurilla pistejoukoilla, sekä epäsäännöllisen kolmioinnin käytettävyyttä em. tehtäviin. Työssä vertaillaan Delaunay-kolmioinnin muodostamisen ajan ja muistin kulutusta pintaesityksen muodostamiseen muilla menetelmillä. Lisäksi tutkitaan näin muodostettujen pintamallien tilavuuslaskennan ja interpolaation nopeutta ja tarkkuutta
    corecore