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1.
1.三维建模概述三维建模并不只是简单地利用软件建立一个立体三维的物体模型,更多的是根据周围人文、地理环境等进行三维景观建模。早期的三维建模是随着“数字地球”、“数字城市”的提出以及发展而相应产生的。随着城市规划的发展以及地理信息技术的不断加速,三维景观建模主要涉及到城市规划、水利工程、区域重建、广场改造、校园规划等领域。由于三维景观建模不但要考虑艺术性和观赏性,更要考虑地形、水体、植被、土地利用情况等。三维景观建模技术越来越需要地理信息技术的支持。基于编程技术的建模通常采用VRML、Java3D、Cult3D、Shockwave3D等方式。每种方法的优缺点各异,适用范围也不同。  相似文献   

2.
基于钻孔的三维地质模型快速构建及更新   总被引:1,自引:0,他引:1  
为利用钻孔数据快速构建三维地质模型并进一步提高模型合理性和数据质量,提出了基于钻孔的三维地质模型快速构建及更新方法.利用基于层位标定的钻孔数据快速解译方法完成原始钻孔中地层分界点的编号之后,实现了三维模型的自动构建;通过在约束条件下调整层面虚拟控制点,完成了模型的交互式调整,并能根据调整结果自动更新三维模型.该方法在建模实际案例中的成功应用,证明其能够很好地处理工程实践中的复杂问题,提高了建模效率及模型质量.  相似文献   

3.
现有三维建模方法存在侧重可视化表现、忽略模型与建筑物结构规模之间有机联系、细节层次缺乏伸缩性等问题.该文根据建筑构造知识,提出基于形状文法的建筑物三维建模方法,开展建筑物主体建模、纹理细节构建及附属设施建模.实验证明,该方法能提高建筑物三维模型的可重用性和灵活性,在室内外建筑物模型动态生成、城市规划设计等方面有实用前景.  相似文献   

4.
基于GIS-GOCAD耦合技术的三维地质建模   总被引:2,自引:0,他引:2  
常规GIS技术建立的伪三维模型不能满足复杂地质体三维建模的需要,也不能用于三维数值模拟计算.GOCAD采用离散平滑内插方法(DSI)计算三维图形中线段或三角形的节点位置,降低了线或面的粗糙程度,实现了真三维模型的构建.为了充分发挥GIS空间数据处理能力和GOCAD真三维建模能力,研究基于GIS-GOCAD耦合技术的三维地质建模,实现了从GIS的2D数据结构到GOCAD的3D数据结构的自由转换,提升了GOCAD的三维地质建模能力.选取成兰铁路(成都—兰州)龙门山段作为示范研究区,建立其三维地质模型,直观、立体地展示了研究区地质体结构的宏观基本形态,并为进一步的三维数值模拟奠定了几何模型基础.  相似文献   

5.
根据在Google Earth上采集到的广州市高层建筑数据,经过校正、换算、加权等一系列的数据处理过程,结合2004年广州土地利用图,使用ArcGIS的三维建模功能,构建了广州市基于250 m、500 m和1 000 m 3种方格网的三维城市模型,并重点对500m方格网模型的高度分布特征进行了分析.结果显示,广州三维城市空间形态具有如下总特点:城市高度居于全国前列,高层建筑广泛分布而相对集中,城市"地形"呈"三峰四阶梯"式的起伏形态,城市天际线变化较大.  相似文献   

6.
三维地质建模若干基本问题探讨   总被引:20,自引:1,他引:20  
由于地质数据及其应用本身所具有的复杂性、不确定性、信息不完备等特点,使得三维地质建模成为制约三维GIS研究及其应用的主要瓶颈之一。讨论三维空间数据模型的设计,提出“多元数据—多方法集成—多层次干预”的“三多”建模思路;从建模尺度、数据源、建模工具等方面对建模方法进行分类;分析三维地质建模的关键技术,包括三维地质模型构建、海量模型数据操作和多元数据一体化耦合显示;针对三维地质建模系统的开发提出6项建议,分析近期三维地质建模的研究热点。  相似文献   

7.
城市地下空间开发地质环境质量评价可为城市地下空间规划和工程建设提供重要决策支持。该文以合肥市滨湖新区为例,构建城市地下空间开发地质环境质量三维评价方法:利用三维隐式建模方法融合多源数据进行三维地质建模,从工程地质、水文地质、地质构造和不良地质体等方面构建三维评价模型,利用三维距离场分析、三维空间统计分析等方法对三维评价因子进行分析、提取,最后基于确权和综合评价方法得到地下空间开发地质环境质量三维综合评价结果。实例研究表明:该方法能够显著提高评价结果的深度方向分辨率,相关成果可为城市地下空间精细规划及可持续开发利用提供方法参考。  相似文献   

8.
基于钻孔数据的三维地层模型的构建   总被引:53,自引:4,他引:49  
三维地质建模是三维GIS在地学中的一个重要应用,三维地层模型对实际的地质分析极为有用。在综合前人研究成果的基础上,提出了一种由工程钻孔数据构建三维地层模型的方法。该方法以钻孔资料作为地层建模的源数据,具有简单实用、快速稳健的特点,并且能够将用户手工编辑修改的钻孔剖面图融入实际建模流程,解决了以往单纯依靠钻孔数据进行建模而导致的建模结果不精确且难以修正的问题。该文介绍了该方法的基本思想与实现流程,探讨了断层数据的加入对模型的影响及解决方案,并通过一个建模实例展示了该方法的实际建模效果。  相似文献   

9.
在城市地质三维模型构建中,数据来源庞杂,且不同应用领域对模型精度的要求不同。当前地质体三维模型构建技术还无法很好地支持大范围复杂地质结构模型的快速构建,建模过程繁杂,并影响后续地质分析工作的开展。为了解决这一问题,该文面向三维城市地质调查工作,提出了一种知识驱动的多尺度三维地质体模型快速构建方法。以专家知识为指导,通过对研究区域进行盆地分析和古沉积环境分析,建立了研究区域内符合城市地质要求的沉积地层分层标准,摸清了时代内沉积相和沉积微相的空间分布。在此基础上,融合多源多类地质数据,运用Kriging插值、多约束条件Delaunay三角剖分与局部拓扑重构技术,详细探讨了从钻孔与剖面数据→地层格架面→三维地质体模型的快速构建过程。该方法已在中国地质调查局试点项目"闽江口地区地质环境调查"项目中得到应用,并集成在QuantyView3D系列地矿应用软件中。  相似文献   

10.
塔式建筑物具有结构高大细长、形状不规则及纹理信息丰富等特征,对其三维建模的难度较大。该文提出一种无人机环拍摄影的三维建模方法,即选用小型旋翼无人机搭载单相机,以环拍摄影的方式获取影像并构建实景三维模型。以云南大学塔式建筑为研究对象,采用环拍摄影和倾斜摄影两种方式获取影像,分别构建塔式建筑物的三维模型,并从控制点精度、纹理细节信息及模型复杂度三方面对比两类影像的建模效果。结果表明:基于环拍摄影的塔式建筑物三维建模效果优于基于倾斜摄影的三维建模效果,其模型纹理细节缺失少、控制点精度较好、完整度高。  相似文献   

11.
CityGML (City Geography Markup Language), the OGC (Open Open Geospatial Consortium) standard on three-dimensional (3D) city modeling, is widely used in an increasing number of applications, because it models a city with rich geometrical and semantic information. The underlying building model differentiates four consecutive levels of detail (LoDs). Nowadays, most city buildings are reconstructed in LoD3, while few landmarks in LoD4. For visualization or other purposes, buildings in LoD2 or LoD1 need to be derived from LoD3 models. But CityGML does not indicate methods for the automatic derivation of the different LoDs. This article presents an approach for deriving LoD2 buildings from LoD3 models which are essentially the exterior shells of buildings without opening objects. This approach treats different semantic components of a building separately with the aim to preserve the characteristics of ground plan, roof, and wall structures as far as possible. The process is composed of three steps: simplifying wall elements, generalizing roof structures, and then reconstructing the 3D building by intersecting the wall and roof polygons. The first step simplifies ground plan with wall elements projected onto the ground. A new algorithm is developed to handle not only simple structures like parallel and rectangle shapes but also complicated structures such as non-parallel, non-rectangular shapes and long narrow angles. The algorithm for generalizing roof structure is based on the same principles; however, the calculation has to be conducted in 3D space. Moreover, the simplified polygons of roof structure are further merged and typified depending on the spatial relations between two neighboring polygons. In the third step, generalized 3D buildings are reconstructed by increasing walls in height and intersecting with roof structures. The approach has been implemented and tested on a number of 3D buildings. The experiments have verified that the 3D building can be efficiently generalized, while the characteristics of wall and roof structure can be well preserved after the simplification.  相似文献   

12.
地理元胞自动机模型研究进展   总被引:6,自引:0,他引:6  
赵莉  杨俊  李闯  葛雨婷  韩增林 《地理科学》2016,36(8):1190-1196
元胞自动机(Cellular Automata,简称CA)是一种基于微观个体的相互作用空间离散动态模型,其强大的计算功能、固有的平行计算能力、高度动态及空间概念等特征,使它在模拟空间复杂系统的时空动态演变研究具有较强的优势。文章回顾了元胞自动机的发展历程,阐述了CA在地理学中的主要应用领域和研究进展,在此基础上,以现实世界地理实体及现代城市扩张特征为视角,分析目前CA研究所面临的问题,并对其未来的研究趋势进行了初步探讨,认为以下3个方面将是未来CA研究的热点: 利用不规则元胞及可控邻域的CA模型,对不同规则或不同邻域地理实体的模拟研究; 采用三维元胞自动机对现代城市扩张进行立体化模拟,以克服二维CA模型的缺陷; 将矢量元胞自动机模型应用于地理实体的模拟研究,进一步提高模拟精度。  相似文献   

13.
建设三维城市模型(3DCM)首先需要建立场景所需的海量地形地物空间数据库,从而有效组织三维实体数据来满足大范围高精度场景实时绘制的要求.该文提出一种以三维空间实体为单位的基于关系数据库(RDBMS)的3DCM的几何与纹理数据一体化管理方法.采用Direct3D 9.O三维开发平台、C#编程语言实现了3DCM空间数据库模型管理系统.实验证明:该系统在效率、安全、网络多用户访问方面都优于传统基于文件的管理模式,满足了大范围3DCM海量模型数据管理与应用需求.  相似文献   

14.
Polygonal vector data are important for representing countries, lakes, residential settlements, and other polygonal features. The proper representation of polygonal vector data is the basis of efficient rendering and picking and quick access and display of the analysis results based on polygons (e.g., 3D overlaying and surface area measurement in mountainous areas) in a virtual globe. However, polygonal vector data are displayed using texture-based or boundary-based approaches in most existing virtual globes. The texture-based approach cannot easily support interactive operations (e.g., picking) and spatial analysis (e.g., adjacency analysis and spatial measurement). The boundary-based approach treats the holes as independent features; however, it is difficult to recognize which boundaries constitute a polygon. Further research is needed on how to better organize the polygons to support efficient rendering, picking, and analysis in a virtual globe. In this article, we propose two methods to drape interior filled 2D polygons onto a multi-resolution 3D terrain. Both proposed methods combine polygon clipping and polygon triangulation. The difference between the two methods is in the way holes are eliminated. Method 1 recursively subdivides a terrain triangle until the child-triangles contain no holes; every resulting clipped polygon, which is then triangulated, contains no holes. Method 2 directly clips a polygon against a terrain triangle and creates bridge edges to transform the resulting polygons with holes to degenerate polygons that are further triangulated. The experimental results demonstrate that both proposed methods can efficiently process polygons with holes resulting in appropriate numbers of triangles. The processed interior-filled polygons remain close to the terrain surface in a virtual globe. Both proposed methods support real-time rendering of polygonal vector data in a virtual globe.  相似文献   

15.
This paper explains a ray tracing method which is applied to prediction and visualization of diffracted and reflected GPS signals in dense urban areas. Reflected and diffracted signals can have a detrimental effect on GPS positioning accuracy especially in highly built‐up areas. The ray tracing technique implemented in this paper is specially geared to LiDAR height pole data at 1‐m spatial resolution and 2D building footprints in raster and vector format, respectively. Such a simple data format allows for rapid implementation of 3D ray tracing in a GIS without further processing so that detailed 3D urban models in vector format are not required. Issues of spatial uncertainty in the data used are also addressed in relation to the identification of multipath signals. Some preliminary results obtained from fieldwork are presented and analysed in detail.  相似文献   

16.
The temporal and spatial distribution of solar energy in urban areas is highly variable because of the complex building structures present. Traditional GIS-based solar radiation models rely on two-dimensional (2D) digital elevation models to calculate insolation, without considering building facades and complicated three-dimensional (3D) shading effects. Inspired by the ‘texture baking’ technique used in computer graphics, we propose a full 3D method for computing and visualizing urban solar radiation based on image-space data representation. First, a surface mapping approach is employed to project each 3D triangular mesh onto a 2D raster surface whose cell size determines the calculation accuracy. Second, the positions and surface normal vectors of each 3D triangular mesh are rasterized onto the associated 2D raster using barycentric interpolation techniques. An efficient compute unified device architecture -accelerated shadow-casting algorithm is presented to accurately capture shading effects for large-scale 3D urban models. Solar radiation is calculated for each raster cell based on the input raster layers containing such information as slope, aspect, and shadow masks. Finally, a resulting insolation raster layer is produced for each triangular mesh and is represented as an RGB texture map using a color ramp. Because a virtual city can be composed of tens of thousands of triangular meshes and texture maps, a texture atlas technique is presented to merge thousands of small images into a single large image to batch draw calls and thereby efficiently render a large number of textured meshes on the graphics processing unit.  相似文献   

17.
Oblique airborne photogrammetry-based three-dimensional (3D) city model (OAP3D) provides a spatially continuous representation of urban landscapes that encompasses buildings, road networks, trees, bushes, water bodies, and topographic features. OAP3D is usually present in the form of a group of unclassified triangular meshes under a multi-resolution data structure. Modifying such a non-separable landscape constitutes a daunting task because manual mesh editing is normally required. In this paper, we present a systematic approach for easily embedding user-generated content into OAP3D. We reduce the complexity of OAP3D modification from a 3D mesh operation to a two-dimensional (2D) raster operation through the following workflow: (1) A region of interest (ROI) is selected to cover the area that is intended to be modified for accommodating user-defined content. (2) Spatial interpolation using a set of manually controlled elevation samples is employed to generate a user-defined digital surface model (DSM), which is used to reform the ROI surface. (3) User-generated objects, for example, artistically painted road textures, procedurally generated water effects, and manually created 3D building models, are overlaid onto the reformed ROI.  相似文献   

18.
19.
This article presents a spatial cognition analysis technique for automated urban building clustering based on urban morphology and Gestalt theory. The proximity graph is selected to present the urban mrphology. The proximity graph considers the local adjacency among buildings, providing a large degree of freedom in object displacement and aggregation. Then, three principles of Gestalt theories, proximity, similarity, and common directions, are considered to extract potential Gestalt building clusters. Next, the Gestalt features are further characterized with seven indicators, that is, area difference, height difference, similarity difference, orientation difference, linear arrangement difference, interval difference, and oblique degree of arrangement. A support vector machine (SVM)-based approach is employed to extract the Gestalt building clusters. This approach transforms the Gestalt cluster extraction into a supervised discrimination process. The method presents a generalized approach for clustering buildings of a given street block into groups, while maintaining the spatial pattern and adjacency of buildings during the displacement operation. In applications of urban building generalization and three-dimensional (3D) urban panoramic-like view, the method presented in this article adequately preserves the spatial patterns, distributions, and arrangements of urban buildings. Moreover, the final 3D panoramic-like views ensure the accurate appearance of important features and landscapes.  相似文献   

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