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Lehrveranstaltungsinhalt aus - Institute for Computer Graphics and ...

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0.5. GEOMETRIC DETAIL 13<br />

in the courtyards <strong>and</strong> so they shown black or grey here. When this occurs, the representation is<br />

without photographic texture, <strong>and</strong> is instead in the <strong>for</strong>m of a flat shaded representation.<br />

Slide 0.37 looks at the roof scape <strong>and</strong> we see that perhaps we should model the chimneys as shown<br />

here. However, the skylights were not modeled. What can we do with these data? We can walk or<br />

fly through the cities. We can assess changes <strong>for</strong> example by removing a building <strong>and</strong> replacing<br />

it by a new one. We call this “virtual reality”, but scientists often prefer the expression “virtual<br />

environment”, since “virtual” <strong>and</strong> “reality” represent a contradiction in terms. This differs of<br />

course from photographic reality, which is more detailed <strong>and</strong> more realistic by showing great<br />

geometric detail, showing wires, dirt on the road, cars, the effect of weather. There is yet another<br />

type of reality, namely “physical reality”, when we are out there in a city <strong>and</strong> we feel the wetness<br />

in our shoes, we feel the cold in the air, we hear the noise of birds, the screeching of cars. So we<br />

see various levels of reality: physical, photographic <strong>and</strong> virtual reality.<br />

0.5 Geometric Detail<br />

What geometric detail do we need when we model a city? Lets take the example of a roof. Slide<br />

0.44 is a roofshape extracted <strong>for</strong> the Vienna example, We have not applied to the roof photographic<br />

texture, but instead some generic computer texture. We will talk later of course about texture<br />

<strong>and</strong> I will try to explain different types of texture <strong>for</strong> use in rendering <strong>for</strong> computer graphics. If<br />

we apply this kind of generic texture we loose all in<strong>for</strong>mation about the specific characteristics<br />

of this roof. What we would like to have is the roof shown with chimneys. Maybe we need<br />

skylights as well far the fire-guard in order to direct people to an exit through the roof in the case<br />

of a catastrophy. There is a topic here <strong>for</strong> a Diplomarbeit <strong>and</strong> Dissertation theme to study the<br />

amount of geometric detail needed in the presence of photographic texture: the trade-off between<br />

photographic texture <strong>and</strong> geometry detail. To illustrate this further let us take a look at the same<br />

roof with its skylights <strong>and</strong> chimneys <strong>and</strong> now use photographic texture to illustrate how this roof<br />

looks like. If we take photographic texture, <strong>and</strong> if we have some chimneys, <strong>and</strong> if we render this<br />

roof from another perspective than that from which the photograph was taken, the chimneys will<br />

look very unnatural. So we need to do some work <strong>and</strong> create the geometric model of the chimneys.<br />

If we employ that model <strong>and</strong> we now superimpose the photographic texture over it, we see that<br />

we have sunshine casting shadows <strong>and</strong> we have certain areas of the roof that are covered by pixels<br />

from the shadows left by the chimneys. If the sunshine is from another side, say in the morning,<br />

but the picture was taken in the afternoon, we have wrong shadows. So we need to fix this by<br />

eliminating the shadows in the texture. We introduce the shadow in a proper rendering by a<br />

computation. We also need to fill in those pixels that are covered by the perspective distortion of<br />

the chimneys, <strong>and</strong> use generic pixels of the roof to fill in the areas where no picture exists. Slide<br />

0.50 is the final result: we have removed the shadow, we have filled in the pixels. We now have<br />

the best representation of that roof with its chimneys <strong>and</strong> we can render this now correctly in the<br />

morning <strong>and</strong> in the afternoon, with rain or with sunshine.<br />

0.6 Automation<br />

All of this modeling of cities is expensive, bec<strong>aus</strong>e it is based on manual work. In order to<br />

reduce the cost of creating such models one needs to automate their creation. Automation is a<br />

large topic <strong>and</strong> is available <strong>for</strong> many Diplomarbeiten <strong>and</strong> many Dissertations. Let me illustrate<br />

automation <strong>for</strong> about our city-models in Graz. There already exist 2-dimensional descriptions<br />

so the task of automating here is to achieve the transition from two to three dimensions. Slide<br />

0.52 is a two-dimensional so-called geographic in<strong>for</strong>mation system (GIS) of a certain area around<br />

the Schlossberg in Graz. Lets take a look at this particular building in Slide 0.53. We have a<br />

total of five aerial photographs, 3 of them are shown of that particular building in Slide 0.54.

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