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provide such data, without the need for real-time resampling.<br />

That is advantages of pyramid model. If there<br />

is no pyramid model, it is necessary to real-time<br />

simplified based on the original terrain data and image<br />

data for achieving the level of detail results. Despite an<br />

increase the data storage space, the pyramid model can<br />

reduce the time in mapping and speed up the rendering of<br />

the scene.<br />

B. Pyramid-based Texture Mapping<br />

In 3D terrain visualization, the true reflection of the<br />

terrain is an important part. Texture mapping is a major<br />

technology to increase the authenticity. The Ground<br />

Remote sensing image is a real record on ground floor<br />

landscape; it contains a rich mount of information.<br />

Therefore, take remote sensing image as texture image,<br />

through texture mapping; 3D terrain model can have a<br />

richer information and realism.<br />

Texture mapping used in this paper, is a method which<br />

is used in multi-resolution terrain LOD simplification.<br />

Firstly, for the texture, establish a quadtree-based<br />

pyramid and texture tree. Because the terrain geometry<br />

and textures use in the same pyramid model, in real-time<br />

terrain rendering, the appropriate resolution texture is<br />

selected from the texture tree according the details of<br />

terrain levels.<br />

The terrain geometry and texture use in the same<br />

pyramid model. When rendering the terrain geometry, in<br />

accordance with corresponding relation, finding the<br />

corresponding block, and then by way of texture of<br />

texture mapping, the remote sensing image pictures was<br />

draw to the terrain, thus increasing the real effect of the<br />

terrain.<br />

Ⅲ. VISUALIZATION OF VECTOR DATA IN 3D TRRRAIN<br />

The basic idea that vector data visualized in 3D terrain<br />

is, reading the vector data, raster 2D vector data into<br />

texture image, and then using the standard texture<br />

mapping method to draw, so the vector data can be draw<br />

out in 3D terrain.<br />

The 3D terrain visualization needs two kinds of data,<br />

geometric terrain data (DEM) and surface remote sensing<br />

image (DOM). Which are organized in the external<br />

device in the form of layer and sub-block. But in this<br />

paper, pyramid model was used which based on Quadtree.<br />

The vector data take as whole, recorded regional<br />

geographic information, not organized in the form of<br />

block. Vector data can be visualized in 3D terrain by<br />

raster into the form of texture. Texture block vector data<br />

is composed of two parts: remote sensing image subblock<br />

data, the vector data in the same region. As<br />

showing in the Fig. 2, the terrain geometry and textures<br />

use in the same pyramid model. When rendering to a<br />

block of terrain geometry, according the corresponding<br />

relation to find the corresponding block, and calculate to<br />

get the location information that the remote sensing<br />

image block represent, which according the pyramid tree,<br />

and then read the vector data obtained in the region.<br />

Using the render-to-texture, rendering the vector data to<br />

remote sensing image block, and attributes of vector data<br />

Figure 2. The schematic of vector data visualized in 3D terrain<br />

such as color 、 fill-color, need to be determined in<br />

advance of drawing vector texture mapping. So the new<br />

remote-sensing texture block that obtain vector data was<br />

got, which called “vector texture block”. Then the<br />

ordinary texture mapping, texture mapping to the<br />

topography of the block, making the three-dimensional<br />

terrain rendered on vector data. As the vector data have<br />

been drawn to the texture, therefore, the vector data can<br />

be up and down with the terrain raising and falling.<br />

Ⅳ. THE KEY TECHNOLOGY OF REAL-TIME RENDERING<br />

A. The determination of details on different levels.<br />

In this paper, the vector texture data is organized in<br />

quadtree structure. According the distance of view point,<br />

dynamically render the different LOD vector texture. In<br />

the same distance, to determine the texture block that is<br />

necessary in the current view of the area.<br />

In order to real-time render the vector texture data. The<br />

texture level detail was calculated by the distance that is<br />

from the view point vertically to the ground. So the<br />

texture level detail which the whole vector data rendered<br />

is consistent. According to the features of quadtree, for<br />

the four times differed between the neighbor level data, in<br />

order to keep the texture resolution consistently which<br />

displayed in screen. Switch the detail level when the<br />

distance of the view point is twice.<br />

The level of vector texture transits gradually, through<br />

which the texture displaying scope controlled by the<br />

1<br />

Viewpoint<br />

Detail level L<br />

d<br />

2<br />

The distance between the different levels of detail<br />

d<br />

3<br />

d<br />

Figure 3. detail by switching levels<br />

4<br />

d<br />

5<br />

Ground<br />

78

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