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1.
Virtual 3D city models increasingly cover whole city areas; hence, the perception of complex urban structures becomes increasingly difficult. Using abstract visualization, complexity of these models can be hidden where its visibility is unnecessary, while important features are maintained and highlighted for better comprehension and communication. We present a technique to automatically generalize a given virtual 3D city model consisting of building models, an infrastructure network and optional land coverage data; this technique creates several representations of increasing levels of abstraction. Using the infrastructure network, our technique groups building models and replaces them with cell blocks, while preserving local landmarks. By computing a landmark hierarchy, we reduce the set of initial landmarks in a spatially balanced manner for use in higher levels of abstraction. In four application examples, we demonstrate smooth visualization of transitions between precomputed representations; dynamic landmark highlighting according to virtual camera distance; an implementation of a cognitively enhanced route representation, and generalization lenses to combine precomputed representations in focus + context visualization. 相似文献
2.
Navigation in virtual 3D environments, especially those with multiscale features, is still a problem for many users. In this regard, a good design of the navigation interfaces is critical to ensure that the users navigate with the best possible efficiency and comfort. In this paper, we present improvements for two well-known interfaces: fly, including support to collision treatment and automatic navigation speed adjustment in relation to scale, and examine, with automatic pivot point. Such techniques are based on the cubemap structure, which provides information about the surrounding environment at each instant. Usability tests with both beginner and advanced users revealed that the proposed techniques created a significant improvement in the execution of navigation tasks and a reduction in navigation errors. 相似文献
3.
三维虚拟现实漫游技术目前是国内外的研究热点之一.主要研究和探讨了利用五点定位LOD四又树组织和管理大规模地形数据,并以井地算法实现大规模地形实时渲染,能有效地提升三维场景的渲染速度.提出了一种基于场景投影图矩阵的自动漫游路径生成的钢丝算法,该算法适用于各种复杂的三维虚拟场景并能生成光滑的自动漫游路径. 相似文献
4.
Consistency is a crucial prerequisite for a large number of relevant applications of 3D city models, which have become more and more important in GIS. Users need efficient and reliable consistency checking tools in order to be able to assess the suitability of spatial data for their applications. In this paper we provide the theoretical foundations for such tools by defining an axiomatic characterization of 3D city models. These axioms are effective and efficiently supported by recent spatial database management systems and methods of Computational Geometry or Computer Graphics. They are equivalent to the topological concept of the 3D city model presented in this paper, thereby guaranteeing the reliability of the method. Hence, each error is detected by the axioms, and each violation of the axioms is in fact an error. This property, which is proven formally, is not guaranteed by existing approaches. The efficiency of the method stems from its locality: in most cases, consistency checks can safely be restricted to single components, which are defined topologically. We show how a 3D city model can be decomposed into such components which are either topologically equivalent to a disk, a sphere, or a torus, enabling the modeling of the terrain, of buildings and other constructions, and of bridges and tunnels, which are handles from a mathematical point of view. This enables a modular design of the axioms by defining axioms for each topological component and for the aggregation of the components. Finally, a sound, consistent concept for aggregating features, i.e. semantical objects like buildings or rooms, to complex features is presented. 相似文献
5.
Multiscale multigrid (MSMG) method is an effective computational framework for efficiently computing high accuracy solutions for elliptic partial differential equations. In the current MSMG method, compared to the CPU cost on computing sixth-order solutions by applying extrapolation and other techniques on two fourth-order solutions from different scales grids, much more CPU time is spent on computing fourth-order solutions themselves on coarse and fine grids, particularly for high-dimensional problems. Here we propose to embed extrapolation cascadic multigrid (EXCMG) method into the MSMG framework to accelerate the whole process. Numerical results on 3D Poisson equations show that the new EXCMG–MSMG method is more efficient than the existing MSMG method and the EXCMG method for sixth-order solution computation. 相似文献
6.
The Virtual Museum is an interactive, electronic museum where users can move from room to room, and select any exhibit in a room for more detailed examination. The exhibits in the museum are educational, encompassing topics such as medicine, plant growth, the environment, and space. To facilitate interaction with the museum, a new method for navigating through a prerendered 3D space, and interacting with objects in that space has been developed, called ‘virtual navigation’. Virtual navigation employs real-time video decompression for the display of, and interaction with, high-quality computer animation. In addition, a representation for 3D objects in animated sequences is used which permits pixel-accurate, frame-accurate object picking, so that a viewer can select any 3D object to trigger movement within the 3D space, to examine an exhibit in animated form, or to play a digital movie or soundtrack. The use of precomputed video permits 3D navigation in a realistic-looking space, without requiring special-purpose graphics hardware. 相似文献
7.
Virtual Reality (VR) has been constantly evolving since its early days, and is now a fundamental technology in different application
areas. User evaluation is a crucial step in the design and development of VR systems that do respond to users’ needs, as well
as for identifying applications that indeed gain from the use of such technology. Yet, there is not much work reported concerning
usability evaluation and validation of VR systems, when compared with the traditional desktop setup. The paper presents a
user study performed, as a first step, for the evaluation of a low-cost VR system using a Head-Mounted Display (HMD). That
system was compared to a traditional desktop setup through an experiment that assessed user performance, when carrying out
navigation tasks in a game scenario for a short period. The results show that, although users were generally satisfied with
the VR system, and found the HMD interaction intuitive and natural, most performed better with the desktop setup.
相似文献
8.
The shapes of our cities change very frequently. These changes have to be reflected in data sets representing urban objects.
However, it must be assured that frequent updates do not affect geometric-topological consistency. This important aspect of spatial data quality guarantees essential assumptions on which users and applications of 3D city
models rely: viz. that objects do not intersect, overlap or penetrate mutually, or completely cover one another. This raises
the question how to guarantee that geometric-topological consistency is preserved when data sets are updated. Hence, there
is a certain risk that plans and decisions which are based on these data sets are erroneous and that the tremendous efforts
spent for data acquisition and updates become vain. In this paper, we solve this problem by presenting efficient transaction rules for updating 3D city models. These rules guarantee that geometric-topological consistency is preserved ( Safety) and allow for the generation of arbitrary consistent 3D city models ( Completeness). Safety as well as completeness is proven with mathematical rigor, guaranteeing the reliability of our method. Our method
is applicable to 3D city models, which define—besides the terrain surface—complex spatial objects like buildings with rooms
and storeys as interior structures, as well as bridges and tunnels. Those objects are represented as aggregations of solids,
and their surfaces are complex from a topology point of view. 3D GIS models like CityGML, which are widely used to represent cities, provide the means to define semantics, geometry and topology, but do not address
the problem of maintaining consistency. Hence, our approach complements CityGML. 相似文献
9.
At the different stages of the PLM, companies develop numerous checklist-based procedures involving prototype inspection and testing. Besides, techniques from CAD, 3D imaging, animation and virtual reality now form a mature set of tools for industrial applications. The work presented in this article develops a unique framework for immersive checklist-based project reviews that applies to all steps of the PLM. It combines immersive navigation in the checklist, virtual experiments when needed and multimedia update of the checklist. It provides a generic tool, independent of the considered checklist, relies on the integration of various VR tools and concepts, in a modular way, and uses an original gesture recognition. Feasibility experiments are presented, validating the benefits of the approach. 相似文献
10.
To improve the visualization of large 3D landscapes and city models in a network environment, the authors use two different types of hierarchical level-of-detail models for terrain and groups of buildings. They also leverage the models to implement progressive streaming in both client-server and peer-to-peer network architectures. 相似文献
11.
This article presents a classifier based on Support Vector Machines (SVMs), an advanced machine learning method for semantic
enrichment of coarse 3D city models by deriving the building type. The information on the building type (detached building,
terraced building, etc.) is essential for a variety of relevant applications of 3D city models like spatial marketing, real
estate management and marketing, and for visualization. The derivation of the building type from coarse data (mainly 2D footprints,
building heights and functions) seems impossible at first sight. However it succeeds by incorporating the spatial context
of a building. Since the input data can be derived easily and at very low cost, this method is widely applicable. Nevertheless,
as with all supervised learning algorithms, obtaining labelled training data is very time-consuming. Herewith, we provide
a method which uses outlier detection and clustering methods to support users in efficiently and rapidly obtaining adequate
training data. 相似文献
12.
Various 3D modeling software has been developed for design and manufacturing.Most of the commercially available software uses native file formats,which may not be able to be read or understood by other software.This paper deals with the development of a generic approach of a 3D model conversion program for virtual manufacturing(VM),using a lexical analyzer generator Lex and the Open Graphic Library(OpenGL).The program is able to convert 3D mesh data between four universal file formats,i.e.,Stereolithography(STL),Virtual Reality Modeling Language(VRML),eXtensible Markup Language(XML),and Object(OBJ).Simple assembly functions can be applied to the imported models.The quaternion angle is used for object rotation to overcome the problem of gimbal lock or a loss of one degree of rotational freedom.The program has been validated by importing the neutral format models into the program,applying the transformation,saving the new models with a new coordinate system,and lastly exporting into other commercial software.The results showed that the program is able to render and re-arrange accurately the geometry data from the different universal file formats and that it can be used in VM.Therefore,the output models from a VM system can be transferred or imported to another VM system in a universal file format. 相似文献
13.
We describe an approach to register and merge detailed facade models with a complementary airborne model. The airborne modeling process provides a half-meter resolution model with a bird's-eye view of the entire area, containing terrain profile and building tops. The ground-based modeling process results in a detailed model of the building facades. Using the DSM obtained from airborne laser scans, we localize the acquisition vehicle and register the ground-based facades to the airborne model by means of Monte Carlo localization (MCL). We merge the two models with different resolutions to obtain a 3D model. 相似文献
14.
Deep learning techniques have shown success in learning from raw high-dimensional data in various applications. While deep reinforcement learning is recently gaining popularity as a method to train intelligent agents, utilizing deep learning in imitation learning has been scarcely explored.
Imitation learning can be an efficient method to teach intelligent agents by providing a set of demonstrations to learn from. However, generalizing to situations that are not represented in the demonstrations can be challenging, especially in 3D environments. In this paper, we propose a deep imitation learning method to learn navigation tasks from demonstrations in a 3D environment. The supervised policy is refined using active learning in order to generalize to unseen situations. This approach is compared to two popular deep reinforcement learning techniques: deep-Q-networks and Asynchronous actor-critic (A3C). The proposed method as well as the reinforcement learning methods employ deep convolutional neural networks and learn directly from raw visual input. Methods for combining learning from demonstrations and experience are also investigated. This combination aims to join the generalization ability of learning by experience with the efficiency of learning by imitation. The proposed methods are evaluated on 4 navigation tasks in a 3D simulated environment. Navigation tasks are a typical problem that is relevant to many real applications. They pose the challenge of requiring demonstrations of long trajectories to reach the target and only providing delayed rewards (usually terminal) to the agent. The experiments show that the proposed method can successfully learn navigation tasks from raw visual input while learning from experience methods fail to learn an effective policy. Moreover, it is shown that active learning can significantly improve the performance of the initially learned policy using a small number of active samples. 相似文献
15.
Cluttering is a fundamental problem in 3D city model visualization. In this paper, a novel method for removing cluttering by typification of linear building groups is proposed. This method works in static as well as dynamic visualization of 3D city models. The method starts by converting building models in higher Levels of Details (LoDs) into LoD1 with ground plan and height. Then the Minimum Spanning Tree (MST) is generated according to the distance between the building ground plans. Based on the MST, linear building groups are detected for typification. The typification level of a building group is determined by its distance to the viewpoint as well as its viewing angle. Next, the selected buildings are removed and the remaining ones are adjusted in each group separately. To preserve the building features and their spatial distribution, Attributed Relational Graph (ARG) and Nested Earth Mover’s Distance (NEMD) are used to evaluate the difference between the original building objects and the generalized ones. The experimental results indicate that our method can reduce the number of buildings while preserving the visual similarity of the urban areas. 相似文献
16.
Smartphone applications based on object detection techniques have recently been proposed to assist visually impaired persons with navigating indoor environments. In the smartphone, digital cameras are installed to detect objects which are important for navigation. Prior to detect the interested objects from images, edges on the objects have to be identified. Object edges are difficult to be detected accurately as the image is contaminated by strong image blur which is caused by camera movement. Although deblurring algorithms can be used to filter blur noise, they are computationally expensive and not suitable for real-time implementation. Also edge detection algorithms are mostly developed for stationary images without serious blur. In this paper, a modified sigmoid function (MSF) framework based on inertial measurement unit (IMU) is proposed to mitigate these problems. The IMU estimates blur levels to adapt the MSF which is computationally simple. When the camera is moving, the topological structure of the MSF is estimated continuously in order to improve effectiveness of edge detections. The performance of the MSF framework is evaluated by detecting object edges on video sequences associated with IMU data. The MSF framework is benchmarked against existing edge detection techniques and results show that it can obtain comparably lower errors. It is further shown that the computation time is significantly decreased compared to using techniques that deploy deblurring algorithms, thus making our proposed technique a strong candidate for reliable real-time navigation. 相似文献
17.
Due to the popularity of computer games and computer-animated movies, 3D models are fast becoming an important element in multimedia applications. In addition to the conventional polygonal representation for these models, the direct adoption of the original scanned 3D point set for model representation is recently gaining more and more attention due to the possibility of bypassing the time consuming mesh construction stage, and various approaches have been proposed for directly processing point-based models. In particular, the design of a simplification approach which can be directly applied to 3D point-based models to reduce their size is important for applications such as 3D model transmission and archival. Given a point-based 3D model which is defined by a point set P () and a desired reduced number of output samples ns, the simplification approach finds a point set Ps which (i) satisfies | Ps|= ns (| Ps| being the cardinality of Ps) and (ii) minimizes the difference of the corresponding surface Ss (defined by Ps) and the original surface S (defined by P). Although a number of previous approaches has been proposed for simplification, most of them (i) do not focus on point-based 3D models, (ii) do not consider efficiency, quality and generality together and (iii) do not consider the distribution of the output samples. In this paper, we propose an Adaptive Simplification Method (ASM) which is an efficient technique for simplifying point-based complex 3D models. Specifically, the ASM consists of three parts: a hierarchical cluster tree structure, the specification of simplification criteria and an optimization process. The ASM achieves a low computation time by clustering the points locally based on the preservation of geometric characteristics. We analyze the performance of the ASM and show that it outperforms most of the current state-of-the-art methods in terms of efficiency, quality and generality. 相似文献
18.
In this paper, we present a packet-loss resilient system for the transmission of progressively compressed three-dimensional (3D) models. It is based on a joint source and channel coding approach that trades off geometry precision for increased error resiliency to optimize the decoded model quality on the client side. We derive a theoretical framework for the overall system by which the channel packet loss behavior and the channel bandwidth can be directly related to the decoded model quality at the receiver. First, the 3D model is progressively compressed into a base mesh and a number of refinement layers. Then, we assign optimal forward error correction code rates to protect these layers according to their importance to the decoded model quality. Experimental results show that with the proposed unequal error protection approach, the decoded model quality degrades more gracefully (compared to either no error protection or equal error protection methods) as the packet-loss rate increases. 相似文献
19.
In 3D terrain navigation applications, the views based on general perspective projection often find features of interest (FOIs) being occluded. As an alternative, panorama-like views preserve the similarity between 3D scenes before and after the deformations while ensuring the visibility of interested features. In this paper, an automatic method for generating panoramic map-like views is proposed in mountainous areas. The created panorama-like views by moving up the view position as well as the terrain deformation can successfully avoid occlusions of the FOIs. The final views also ensure the resemblance in appearance for the FOIs and landscapes, and thus satisfy the demand for interactive occlusion-free navigation in 3D complex terrain environments. 相似文献
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