14 research outputs found

    Automatic 3D Building Detection and Modeling from Airborne LiDAR Point Clouds

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    Urban reconstruction, with an emphasis on man-made structure modeling, is an active research area with broad impact on several potential applications. Urban reconstruction combines photogrammetry, remote sensing, computer vision, and computer graphics. Even though there is a huge volume of work that has been done, many problems still remain unsolved. Automation is one of the key focus areas in this research. In this work, a fast, completely automated method to create 3D watertight building models from airborne LiDAR (Light Detection and Ranging) point clouds is presented. The developed method analyzes the scene content and produces multi-layer rooftops, with complex rigorous boundaries and vertical walls, that connect rooftops to the ground. The graph cuts algorithm is used to separate vegetative elements from the rest of the scene content, which is based on the local analysis about the properties of the local implicit surface patch. The ground terrain and building rooftop footprints are then extracted, utilizing the developed strategy, a two-step hierarchical Euclidean clustering. The method presented here adopts a divide-and-conquer scheme. Once the building footprints are segmented from the terrain and vegetative areas, the whole scene is divided into individual pendent processing units which represent potential points on the rooftop. For each individual building region, significant features on the rooftop are further detected using a specifically designed region-growing algorithm with surface smoothness constraints. The principal orientation of each building rooftop feature is calculated using a minimum bounding box fitting technique, and is used to guide the refinement of shapes and boundaries of the rooftop parts. Boundaries for all of these features are refined for the purpose of producing strict description. Once the description of the rooftops is achieved, polygonal mesh models are generated by creating surface patches with outlines defined by detected vertices to produce triangulated mesh models. These triangulated mesh models are suitable for many applications, such as 3D mapping, urban planning and augmented reality

    LIPIcs, Volume 258, SoCG 2023, Complete Volume

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    LIPIcs, Volume 258, SoCG 2023, Complete Volum

    The benefits of an additional practice in descriptive geomerty course: non obligatory workshop at the Faculty of Civil Engineering in Belgrade

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    At the Faculty of Civil Engineering in Belgrade, in the Descriptive geometry (DG) course, non-obligatory workshops named “facultative task” are held for the three generations of freshman students with the aim to give students the opportunity to get higher final grade on the exam. The content of this workshop was a creative task, performed by a group of three students, offering free choice of a topic, i.e. the geometric structure associated with some real or imagery architectural/art-work object. After the workshops a questionnaire (composed by the professors at the course) is given to the students, in order to get their response on teaching/learning materials for the DG course and the workshop. During the workshop students performed one of the common tests for testing spatial abilities, named “paper folding". Based on the results of the questionnairethe investigation of the linkages between:students’ final achievements and spatial abilities, as well as students’ expectations of their performance on the exam, and how the students’ capacity to correctly estimate their grades were associated with expected and final grades, is provided. The goal was to give an evidence that a creative work, performed by a small group of students and self-assessment of their performances are a good way of helping students to maintain motivation and to accomplish their achievement. The final conclusion is addressed to the benefits of additional workshops employment in the course, which confirmhigherfinal scores-grades, achievement of creative results (facultative tasks) and confirmation of DG knowledge adaption

    The contemporary visualization and modelling technologies and the techniques for the design of the green roofs

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    The contemporary design solutions are merging the boundaries between real and virtual world. The Landscape architecture like the other interdisciplinary field stepped in a contemporary technologies area focused on that, beside the good execution of works, designer solutions has to be more realistic and “touchable”. The opportunities provided by Virtual Reality are certainly not negligible, it is common knowledge that the designs in the world are already presented in this way so the Virtual Reality increasingly used. Following the example of the application of virtual reality in landscape architecture, this paper deals with proposals for the use of virtual reality in landscape architecture so that designers, clients and users would have a virtual sense of scope e.g. rooftop garden, urban areas, parks, roads, etc. It is a programming language that creates a series of images creating a whole, so certain parts can be controlled or even modified in VR. Virtual reality today requires a specific gadget, such as Occulus, HTC Vive, Samsung Gear VR and similar. The aim of this paper is to acquire new theoretical and practical knowledge in the interdisciplinary field of virtual reality, the ability to display using virtual reality methods, and to present through a brief overview the plant species used in the design and construction of an intensive roof garden in a Mediterranean climate, the basic characteristics of roofing gardens as well as the benefits they carry. Virtual and augmented reality as technology is a very powerful tool for landscape architects, when modeling roof gardens, parks, and urban areas. One of the most popular technologies used by landscape architects is Google Tilt Brush, which enables fast modeling. The Google Tilt Brush VR app allows modeling in three-dimensional virtual space using a palette to work with the use of a three dimensional brush. The terms of two "programmed" realities - virtual reality and augmented reality - are often confused. One thing they have in common, though, is VRML - Virtual Reality Modeling Language. In this paper are shown the ways on which this issue can be solved and by the way, get closer the term of Virtual Reality (VR), also all the opportunities which the Virtual reality offered us. As well, in this paper are shown the conditions of Mediterranean climate, the conceptual solution and the plant species which will be used by execution of intensive green roof on the motel “Marković”

    Pattern to process: methodological investigations into the formation and interpretation of spatial patterns in archaeological landscapes

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    My research has shown that the type of regional archaeological data analysis required by landscape archaeological approaches is an area where both theory and method are still in their infancy. High-level theories about the occurrence, scope, and effects of processes such as centralization, urbanization, and Hellenization/Romanization cannot yet be supported by middle range theory, which itself cannot be developed until the basic business of generating information of sufficient quality about the archaeological record has been tackled. Currently, archaeological data can be made to fit almost any interpretation generated, ultimately, on the basis of the ancient written sources. If we are to escape from this selfreinforcing cycle, research should perhaps no longer be focused on the classical themes generated by culture-historical approaches, but should seek its own proper field of operation. In the area of methods and methodology, I have demonstrated the pervasive influence of systematic research and visibility biases on the patterns that are present in the archaeological data generated over the past 50 years or so. There are mechanisms at work, both in the traditional archaeological interpretation of limited numbers of excavated sites and historical sources, and in the landscape archaeological approach, that cause the systematic undervaluation of unobtrusive remains. The significance of systematic biases in both the coarse site-based data sets resulting from desktop and ‘topographic’ studies and the more detailed site-based or ‘continuous’ data resulting from intensive field surveys has become much clearer as a result of the studies reported here. This should have practical consequences for the ways in which we study the existing archaeological record, plan future landscape archaeological research, and conduct field surveys. Site databases, the traditional starting point for regional archaeological studies, can no longer be taken at face value; rather, they require careful source criticism before being used to support specific arguments and hypotheses about settlement and land use dynamics. My studies have also shown that future data collection, whether through field survey, excavation or other methods, has to take place in a much more methodical manner if we are to produce data that are sufficiently standardized to be successfully exchanged, compared, and interpreted by others – guidelines for which should become embodied in an international standard defining ‘best practice in landscape archaeology’.

    Architectonics of Game Spaces

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    What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in »reality«? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate

    Architectonics of Game Spaces: The Spatial Logic of the Virtual and Its Meaning for the Real

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    What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in "reality"? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate

    Architectonics of Game Spaces

    Get PDF
    What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in »reality«? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate
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