159 research outputs found

    Fractal Image Editing with PhotoFrac

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    In this paper, we describe the development and use of PhotoFrac, an application that allows artists and designers to turn digital images into fractal patterns interactively. Fractal equations are a rich source of procedural texture and detail, but controlling the patterns and incorporating traditional media has been difficult. Additionally, the iterative nature of fractal calculations makes implementation of interactive techniques on mobile devices and web apps challenging. We overcome these problems by using an image coordinate based orbit trapping technique that permits a user-selected image to be embedded into the fractal. Performance challenges are addressed by exploiting the processing power of graphic processing unit (GPU) and precomputing some intermediate results for use on mobile devices. This paper presents results and qualitative analyses of the tool by four artists (the authors) who used the PhotoFrac application to create new artworks from original digital images. The final results demonstrate a fusion of traditional media with algorithmic art

    Terrain profile estimation over a synthetic terrain by using pulse-doppler radar

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    Ankara : The Department of Electrical and Electronics Engineering and The Institute of Engineering and Sciences of Bilkent University, 2010.Thesis (Master's) -- Bilkent University, 2010.Includes bibliographical references leaves 72-74.The systems used for terrain profile estimation arise when the safety flight issues in civil flight transport and in military applications become important. These systems are developed for the purpose of terrain avoidance and safe flight. In this thesis, we study two techniques in estimating the terrain profile of the synthetically generated terrain which is achieved by means of signal processing. The estimation performance of the techniques is observed according to the results of flight simulations realized on the simulation environment. In the simulations, an aircraft with a pulse-Doppler radar scans a synthetic terrain according to the scanning patterns to generate the received signals. The techniques that we propose, are applied to the output of the pulse-Doppler process. The first technique is based on the usage of the first and the middle reflection range points in the clutter received signal. An adaptive thresholding method is developed for robust detection of these points. Accurate detection of these range points is crucial in the estimation performance of the first approach. The other technique uses the relation between the elevation angle θ and the clutter received signal amplitude ratio of the two receiver antennas R1 and R2 in finding the θ angles of the reflections in corresponding range values. In this approach, accurate estimation of the angle of arrival is important on the performance of estimation. Especially for far ranges, the errors in the estimation become more sensitive to the errors in the elevation angle θ. Finally, over a set of synthetically generated terrain profiles, the error performance of these two techniques are investigated and compared.Tan, OnurM.S

    Realistic reconstruction and rendering of detailed 3D scenarios from multiple data sources

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    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 gràcies a tècniques fotogramètriques, basades en fotografia aèria o satèl·lit, i a escàners làser. Aquestes tècniques permeten crear Models Digitals d'Elevacions (DEM) i Models Digitals de Superfícies (DSM) que es poden retransmetre per la xarxa i ser explorats mitjançant aplicacions de globus virtuals com ara Google Earth o NASA WorldWind. La resolució d'aquestes escenes 3D ha millorat considerablement durant els darrers anys, arribant a algunes àrees urbanes a resolucions d'un metre o menys per al DEM i edificis, i fins a menys de 10 cm per píxel a les fotografies aèries associades. No obstant, en entorns rurals, boscos i zones muntanyoses, la resolució típica per a dades d'elevació es troba entre 5 i 30 metres, i per a les corresponents fotografies aèries varia entre 25 cm i 1m. Aquest nivell de detall només és suficient per a punts de vista aeris, però a mesura que ens apropem a la superfície el terreny perd tot el realisme. Una manera d'augmentar el detall dels conjunts de dades actuals és afegint a l'escena detalls sintètics de manera plausible, és a dir, incloure elements que encaixin amb les característiques que es perceben a la vista aèria. Així, combinant les dades reals amb instàncies de models sobre el terreny i altres tècniques de detall procedural, la resolució efectiva del model pot arribar a ser arbitrària. Hi ha diverses aplicacions per a les quals no cal una reproducció exacta dels elements reals, però que es beneficiarien de models de terreny augmentats de manera plausible: videojocs i aplicacions d'entreteniment, avaluació de l'impacte visual (per exemple, com es veuria una nova estació d'esquí), turisme virtual, simulacions, etc. En aquesta tesi, proposem nous mètodes i eines per ajudar a la reconstrucció i síntesi de terrenys en alta resolució partint de conjunts de dades disponibles públicament, per tal d'aconseguir vistes a nivell de terra realistes. En particular, hem decidit centrar-nos en escenes rurals, muntanyes i àrees boscoses. El nostre principal objectiu és la combinació d'elements sintètics plausibles i detall procedural amb dades reals disponibles públicament per tal de generar escenes 3D d'ubicacions existents. La nostra recerca s'ha centrat en les següents contribucions: - Un pipeline eficient per a segmentació d'imatges aèries - Millora plausible de models de terreny a partir d'exemples d’alta resolució - Super-resolució de models d'elevacions transferint-hi detalls de la fotografia aèria - Síntesis d'un nombre arbitrari de variacions d’imatges d’arbres a partir d'un conjunt reduït de fotografies - Reconstrucció de models 3D d'arbres a partir d'una única fotografia - Una representació compacta i eficient d'arbres per a navegació en temps real d'escenesPostprint (published version

    Mapping three-dimensional geological features from remotely-sensed images and digital elevation models.

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    Accurate mapping of geological structures is important in numerous applications, ranging from mineral exploration through to hydrogeological modelling. Remotely sensed data can provide synoptic views of study areas enabling mapping of geological units within the area. Structural information may be derived from such data using standard manual photo-geologic interpretation techniques, although these are often inaccurate and incomplete. The aim of this thesis is, therefore, to compile a suite of automated and interactive computer-based analysis routines, designed to help a the user map geological structure. These are examined and integrated in the context of an expert system. The data used in this study include Digital Elevation Model (DEM) and Airborne Thematic Mapper images, both with a spatial resolution of 5m, for a 5 x 5 km area surrounding Llyn Cow lyd, Snowdonia, North Wales. The geology of this area comprises folded and faulted Ordo vician sediments intruded throughout by dolerite sills, providing a stringent test for the automated and semi-automated procedures. The DEM is used to highlight geomorphological features which may represent surface expressions of the sub-surface geology. The DEM is created from digitized contours, for which kriging is found to provide the best interpolation routine, based on a number of quantitative measures. Lambertian shading and the creation of slope and change of slope datasets are shown to provide the most successful enhancement of DEMs, in terms of highlighting a range of key geomorphological features. The digital image data are used to identify rock outcrops as well as lithologically controlled features in the land cover. To this end, a series of standard spectral enhancements of the images is examined. In this respect, the least correlated 3 band composite and a principal component composite are shown to give the best visual discrimination of geological and vegetation cover types. Automatic edge detection (followed by line thinning and extraction) and manual interpretation techniques are used to identify a set of 'geological primitives' (linear or arc features representing lithological boundaries) within these data. Inclusion of the DEM data provides the three-dimensional co-ordinates of these primitives enabling a least-squares fit to be employed to calculate dip and strike values, based, initially, on the assumption of a simple, linearly dipping structural model. A very large number of scene 'primitives' is identified using these procedures, only some of which have geological significance. Knowledge-based rules are therefore used to identify the relevant. For example, rules are developed to identify lake edges, forest boundaries, forest tracks, rock-vegetation boundaries, and areas of geomorphological interest. Confidence in the geological significance of some of the geological primitives is increased where they are found independently in both the DEM and remotely sensed data. The dip and strike values derived in this way are compared to information taken from the published geological map for this area, as well as measurements taken in the field. Many results are shown to correspond closely to those taken from the map and in the field, with an error of < 1°. These data and rules are incorporated into an expert system which, initially, produces a simple model of the geological structure. The system also provides a graphical user interface for manual control and interpretation, where necessary. Although the system currently only allows a relatively simple structural model (linearly dipping with faulting), in the future it will be possible to extend the system to model more complex features, such as anticlines, synclines, thrusts, nappes, and igneous intrusions

    Management and display of four-dimensional environmental data sets using McIDAS

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    Over the past four years, great strides have been made in the areas of data management and display of 4-D meteorological data sets. A survey was conducted of available and planned 4-D meteorological data sources. The data types were evaluated for their impact on the data management and display system. The requirements were analyzed for data base management generated by the 4-D data display system. The suitability of the existing data base management procedures and file structure were evaluated in light of the new requirements. Where needed, new data base management tools and file procedures were designed and implemented. The quality of the basic 4-D data sets was assured. The interpolation and extrapolation techniques of the 4-D data were investigated. The 4-D data from various sources were combined to make a uniform and consistent data set for display purposes. Data display software was designed to create abstract line graphic 3-D displays. Realistic shaded 3-D displays were created. Animation routines for these displays were developed in order to produce a dynamic 4-D presentation. A prototype dynamic color stereo workstation was implemented. A computer functional design specification was produced based on interactive studies and user feedback

    Multi-texture image segmentation

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    Visual perception of images is closely related to the recognition of the different texture areas within an image. Identifying the boundaries of these regions is an important step in image analysis and image understanding. This thesis presents supervised and unsupervised methods which allow an efficient segmentation of the texture regions within multi-texture images. The features used by the methods are based on a measure of the fractal dimension of surfaces in several directions, which allows the transformation of the image into a set of feature images, however no direct measurement of the fractal dimension is made. Using this set of features, supervised and unsupervised, statistical processing schemes are presented which produce low classification error rates. Natural texture images are examined with particular application to the analysis of sonar images of the seabed. A number of processes based on fractal models for texture synthesis are also presented. These are used to produce realistic images of natural textures, again with particular reference to sonar images of the seabed, and which show the importance of phase and directionality in our perception of texture. A further extension is shown to give possible uses for image coding and object identification

    Discrete-Time continuous-dilation construction of linear scale-invariant systems and multi-dimensional self-similar signals

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    This dissertation presents novel models for purely discrete-time self-similar processes and scale- invariant systems. The results developed are based on the definition of a discrete-time scaling (dilation) operation through a mapping between discrete and continuous frequencies. It is shown that it is possible to have continuous scaling factors through this operation even though the signal itself is discrete-time. Both deterministic and stochastic discrete-time self-similar signals are studied. Conditions of existence for self-similar signals are provided. Construction of discrete-time linear scale-invariant (LSI) systems and white noise driven models of self-similar stochastic processes are discussed. It is shown that unlike continuous-time self-similar signals, a wide class of non-trivial discrete-time self-similar signals can be constructed through these models. The results obtained in the one-dimensional case are extended to multi-dimensional case. Constructions of discrete-space self-similar ran dom fields are shown to be potentially useful for the generation, modeling and analysis of multi-dimensional self-similar signals such as textures. Constructions of discrete-time and discrete-space self-similar signals presented in the dissertation provide potential tools for applications such as image segmentation and classification, pattern recognition, image compression, digital halftoning, computer vision, and computer graphics. The other aspect of the dissertation deals with the construction of discrete-time continuous-dilation wavelet transform and its existence condition, based on the defined discrete-time continuous-dilation scaling operator

    Improving Usability in Procedural Modeling

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    This work presents new approaches and algorithms for procedural modeling geared towards user convenience and improving usability, in order to increase artists’ productivity. Procedural models create geometry for 3D models from sets of rules. Existing approaches that allow to model trees, buildings, and terrain are reviewed and possible improvements are discussed. A new visual programming language for procedural modeling is discussed, where the user connects operators to visual programs called model graphs. These operators create geometry with textures, assign or evaluate variables or control the sequence of operations. When the user moves control points using the mouse in 3D space, the model graph is executed to change the geometry interactively. Thus, model graphs combine the creativity of freehand modeling with the power of programmed modeling while displaying the program structure more clearly than textbased approaches. Usability is increased as a result of these advantages. Also, an interactive editor for botanical trees is demonstrated. In contrast to previous tree modeling systems, we propose linking rules, parameters and geometry to semantic entities. This has the advantage that problems of associating parameters and instances are completely avoided. When an entity is clicked in the viewport, its parameters are displayed immediately, changes are applied to selected entities, and viewport editing operations are reflected in the parameter set. Furthermore, we store the entities in a hierarchical data structure and allow the user to activate recursive traversal via selection options for all editing operations. The user may choose to apply viewport or parameter changes to a single entity or many entities at once, and only the geometry for the affected entities needs to be updated. The proposed user interface simplifies the modeling process and increases productivity. Interactive editing approaches for 3D models often allow more precise control over a model than a global set of parameters that is used to generate a shape. However, usually scripted procedural modeling generates shapes directly from a fixed set of parameters, and interactive editing mostly uses a fixed set of tools. We propose to use scripts not only to generate models, but also for manipulating the models. A base script would set up the state of an object, and tool scripts would modify that state. The base script and the tool scripts generate geometry when necessary. Together, such a collection of scripts forms a template, and templates can be created for various types of objects. We examine how templates simplify the procedural modeling workflow by allowing for editing operations that are context-sensitive, flexible and powerful at the same time. Many algorithms have been published that produce geometry for fictional landscapes. There are algorithms which produce terrain with minimal setup time, allowing to adapt the level of detail as the user zooms into the landscape. However, these approaches lack plausible river networks, and algorithms that create eroded terrain with river networks require a user to supervise creation and minutes or hours of computation. In contrast to that, this work demonstrates an algorithm that creates terrain with plausible river networks and adaptive level of detail with no more than a few seconds of preprocessing. While the system can be configured using parameters, this text focuses on the algorithm that produces the rivers. However, integrating more tools for user-controlled editing of terrain would be possible.Verbesserung der Usability bei prozeduraler Modellierung Ziel der vorliegenden Arbeit ist es, prozedurale Modellierung durch neue neue Ansätze und Algorithmen einfacher, bequemer und anwendungsfreundlicher zu machen, und damit die Produktivität der Künstler zu erhöhen. Diese Anforderungen werden häufig unter dem Stichwort Usability zusammengefasst. Prozedurale Modelle spezifizieren 3D-Modelle über Regeln. Existierende Ansätze für Bäume, Gebäude und Terrain werden untersucht und es werden mögliche Verbesserungen diskutiert. Eine neue visuelle Programmiersprache für prozedurale Modelle wird vorgestellt, bei der Operatoren zu Modellgraphen verschaltet werden. Die Operatoren erzeugen texturierte Geometrie, weisen Variablen zu und werten sie aus, oder sie steuern den Ablauf der Operationen. Wenn der Benutzer Kontrollpunkte im Viewport mit der Maus verschiebt, wird der Modellgraph ausgeführt, um interaktiv neue Geometrie für das Modell zu erzeugen. Modellgraphen kombinieren die kreativen Möglichkeiten des freihändigen Editierens mit der Mächtigkeit der prozeduralen Modellierung. Darüber hinaus sind Modellgraphen eine visuelle Programmiersprache und stellen die Struktur der Algorithmen deutlicher dar als textbasierte Programmiersprachen. Als Resultat dieser Verbesserungen erhöht sich die Usability. Ein interaktiver Editor für botanische Bäume wird ebenfalls vorgestellt. Im Gegensatz zu früheren Ansätzen schlagen wir vor, Regeln, Parameter und Geometrie zu semantischen Entitäten zu verschmelzen. Auf diese Weise werden Zuordnungsprobleme zwischen Parametern und deren Instanzen komplett vermieden. Wenn im Viewport eine Instanz angeklickt wird, werden sofort ihre Parameter angezeigt, alle Änderungen wirken sich direkt auf die betroffenen Instanzen aus, und Änderungen im Viewport werden sofort in den Parametern reflektiert. Darüber hinaus werden die Entitäten in einer hierarchischen Datenstruktur gespeichert und alle Änderungen können rekursiv auf der Hierarchie ausgeführt werden. Dem Benutzer werden Selektionsoptionen zur Verfügung gestellt, über die er Änderungen an den Parametern oder Änderungen im Viewport an einzelnen oder vielen Instanzen gleichzeitig vornehmen kann. Anschließend muss das System nur die Geometrie der betroffenen Instanzen aktualisieren. Auch hier ist das Ziel, das User Interface möglichst an den Bedürfnissen des Benutzers auszurichten, um Vereinfachungen und eine Erhöhung der Produktivität zu erreichen. Interaktive Editieransätze für 3D-Modelle erlauben häufig eine präzisere Kontrolle über ein Modell als ein globaler Parametersatz, der für die Erzeugung des Modells genutzt wird. Trotzdem erzeugen prozedurale Modellierskripte ihre Modelle meist direkt aus einem festen Parametersatz, während interaktive Tools meist mit hartkodierten Operationen arbeiten. Wir schlagen vor, Skripte nicht nur zur Erzeugung der Modelle zu verwenden, sondern auch um die erzeugten Modelle zu editieren. Ein Basisskript soll die Statusinformationen eines Objekts anlegen, während weitere Skripte diesen Status verändern und passende Geometrie erzeugen. Diese Skripte bilden dann ein Template zum Erzeugen einer Klasse von Objekten. Verschiedene Objekttypen können jeweils ihr eigenes Template haben. Wir zeigen, wie Templates den Workflow mit prozeduralen Modellen vereinfachen können, indem Operationen geschaffen werden, die gleichzeitig kontext-sensitiv, mächtig und flexibel sind. Es existiert eine Reihe von Verfahren, um Geometrie für synthetische Landschaften zu erzeugen. Ein Teil der Algorithmen erzeugt Geometrie mit minimaler Vorberechnung und erlaubt es, den Detailgrad der Landschaft interaktiv an die Perspektive anzupassen. Leider fehlen den so erzeugten Landschaften plausible Flussnetze. Algorithmen, die erodiertes Terrain mit Flussnetzen erzeugen, müssen aufwendig vom Benutzer überwacht werden und brauchen Minuten oder Stunden Rechenzeit. Im Gegensatz dazu stellen wir einen Algorithmus vor, der plausible Flussnetze erzeugt, während sich der Betrachter interaktiv durch die Szene bewegt. Das System kann über Parameter gesteuert werden, aber der Fokus liegt auf dem Algorithmus zur Erzeugung der Flüsse. Dennoch wäre es möglich, Tools zum benutzergesteuerten Editieren von Terrain zu integrieren

    A methodology to produce geographical information for land planning using very-high resolution images

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    Actualmente, os municípios são obrigados a produzir, no âmbito da elaboração dos instrumentos de gestão territorial, cartografia homologada pela autoridade nacional. O Plano Director Municipal (PDM) tem um período de vigência de 10 anos. Porém, no que diz respeito à cartografia para estes planos, principalmente em municípios onde a pressão urbanística é elevada, esta periodicidade não é compatível com a dinâmica de alteração de uso do solo. Emerge assim, a necessidade de um processo de produção mais eficaz, que permita a obtenção de uma nova cartografia de base e temática mais frequentemente. Em Portugal recorre-se à fotografia aérea como informação de base para a produção de cartografia de grande escala. Por um lado, embora este suporte de informação resulte em mapas bastante rigorosos e detalhados, a sua produção têm custos muito elevados e consomem muito tempo. As imagens de satélite de muito alta-resolução espacial podem constituir uma alternativa, mas sem substituir as fotografias aéreas na produção de cartografia temática, a grande escala. O tema da tese trata assim da satisfação das necessidades municipais em informação geográfica actualizada. Para melhor conhecer o valor e utilidade desta informação, realizou-se um inquérito aos municípios Portugueses. Este passo foi essencial para avaliar a pertinência e a utilidade da introdução de imagens de satélite de muito alta-resolução espacial na cadeia de procedimentos de actualização de alguns temas, quer na cartografia de base quer na cartografia temática. A abordagem proposta para solução do problema identificado baseia-se no uso de imagens de satélite e outros dados digitais em ambiente de Sistemas de Informação Geográfica. A experimentação teve como objectivo a extracção automática de elementos de interesse municipal a partir de imagens de muito alta-resolução espacial (fotografias aéreas ortorectificadas, imagem QuickBird, e imagem IKONOS), bem como de dados altimétricos (dados LiDAR). Avaliaram-se as potencialidades da informação geográfica extraídas das imagens para fins cartográficos e analíticos. Desenvolveram-se quatro casos de estudo que reflectem diferentes usos para os dados geográficos a nível municipal, e que traduzem aplicações com exigências diferentes. No primeiro caso de estudo, propõe-se uma metodologia para actualização periódica de cartografia a grande escala, que faz uso de fotografias aéreas vi ortorectificadas na área da Alta de Lisboa. Esta é uma aplicação quantitativa onde as qualidades posicionais e geométricas dos elementos extraídos são mais exigentes. No segundo caso de estudo, criou-se um sistema de alarme para áreas potencialmente alteradas, com recurso a uma imagem QuickBird e dados LiDAR, no Bairro da Madre de Deus, com objectivo de auxiliar a actualização de cartografia de grande escala. No terceiro caso de estudo avaliou-se o potencial solar de topos de edifícios nas Avenidas Novas, com recurso a dados LiDAR. No quarto caso de estudo, propõe-se uma série de indicadores municipais de monitorização territorial, obtidos pelo processamento de uma imagem IKONOS que cobre toda a área do concelho de Lisboa. Esta é uma aplicação com fins analíticos onde a qualidade temática da extracção é mais relevante.Currently, the Portuguese municipalities are required to produce homologated cartography, under the Territorial Management Instruments framework. The Municipal Master Plan (PDM) has to be revised every 10 years, as well as the topographic and thematic maps that describe the municipal territory. However, this period is inadequate for representing counties where urban pressure is high, and where the changes in the land use are very dynamic. Consequently, emerges the need for a more efficient mapping process, allowing obtaining recent geographic information more often. Several countries, including Portugal, continue to use aerial photography for large-scale mapping. Although this data enables highly accurate maps, its acquisition and visual interpretation are very costly and time consuming. Very-High Resolution (VHR) satellite imagery can be an alternative data source, without replacing the aerial images, for producing large-scale thematic cartography. The focus of the thesis is the demand for updated geographic information in the land planning process. To better understand the value and usefulness of this information, a survey of all Portuguese municipalities was carried out. This step was essential for assessing the relevance and usefulness of the introduction of VHR satellite imagery in the chain of procedures for updating land information. The proposed methodology is based on the use of VHR satellite imagery, and other digital data, in a Geographic Information Systems (GIS) environment. Different algorithms for feature extraction that take into account the variation in texture, color and shape of objects in the image, were tested. The trials aimed for automatic extraction of features of municipal interest, based on aerial and satellite high-resolution (orthophotos, QuickBird and IKONOS imagery) as well as elevation data (altimetric information and LiDAR data). To evaluate the potential of geographic information extracted from VHR images, two areas of application were identified: mapping and analytical purposes. Four case studies that reflect different uses of geographic data at the municipal level, with different accuracy requirements, were considered. The first case study presents a methodology for periodic updating of large-scale maps based on orthophotos, in the area of Alta de Lisboa. This is a situation where the positional and geometric accuracy of the extracted information are more demanding, since technical mapping standards must be complied. In the second case study, an alarm system that indicates the location of potential changes in building areas, using a QuickBird image and LiDAR data, was developed for the area of Bairro da Madre de Deus. The goal of the system is to assist the updating of large scale mapping, providing a layer that can be used by the municipal technicians as the basis for manual editing. In the third case study, the analysis of the most suitable roof-tops for installing solar systems, using LiDAR data, was performed in the area of Avenidas Novas. A set of urban environment indicators obtained from VHR imagery is presented. The concept is demonstrated for the entire city of Lisbon, through IKONOS imagery processing. In this analytical application, the positional quality issue of extraction is less relevant.GEOSAT – Methodologies to extract large scale GEOgraphical information from very high resolution SATellite images (PTDC/GEO/64826/2006), e-GEO – Centro de Estudos de Geografia e Planeamento Regional, da Faculdade de Ciências Sociais e Humanas, no quadro do Grupo de Investigação Modelação Geográfica, Cidades e Ordenamento do Territóri
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