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1.
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   

2.
大规模地形实时绘制算法   总被引:8,自引:3,他引:5  
该文提出一种适合大规模地形实时绘制的简单高效的LOD简化算法。该算法使用一种紧凑有效的规则网格表示方法,优化网格节点的数目,减少可视化过程中的计算量,降低额外内存开销。探讨该算法相关的数据组织、视域裁剪、LOD层次选择、裂缝消除、三角形化等关键问题。实验结果表明,该算法实现简单,内存开销较少,CPU耗费小,对图形卡要求低,能够在普通机器上实现大规模地形的实时漫游。  相似文献   

3.
Geographically weighted regression (GWR) is an important local technique for exploring spatial heterogeneity in data relationships. In fitting with Tobler’s first law of geography, each local regression of GWR is estimated with data whose influence decays with distance, distances that are commonly defined as straight line or Euclidean. However, the complexity of our real world ensures that the scope of possible distance metrics is far larger than the traditional Euclidean choice. Thus in this article, the GWR model is investigated by applying it with alternative, non-Euclidean distance (non-ED) metrics. Here we use as a case study, a London house price data set coupled with hedonic independent variables, where GWR models are calibrated with Euclidean distance (ED), road network distance and travel time metrics. The results indicate that GWR calibrated with a non-Euclidean metric can not only improve model fit, but also provide additional and useful insights into the nature of varying relationships within the house price data set.  相似文献   

4.
米学军  盛广铭  张婧  白焕新  侯伟 《地理科学》2012,(10):1236-1240
地理信息系统对矢量数据进行处理和应用的过程中,数据压缩是一个必须解决的问题,而通常采用的两种经典曲线数据压缩法:垂距限值法和道格拉斯-普克算法,都存在线段空间偏移过大以及面积偏差不可控的问题。利用曲线空间直线拟合的方法对曲线段中心轴进行空间逼近,通过增加面积偏差限值,提出了面积偏差控制下的矢量数据压缩算法,并以上海市崇明县岛屿边界轮廓矢量为例对该算法进行了验证。试验表明该方法对于解决两种经典压缩算法线段空间偏移过大以及面积偏差不可控的问题效果明显。  相似文献   

5.
一种快速地形纹理生成和虚拟漫游方法   总被引:3,自引:1,他引:2  
复杂场景的大范围、高分辨率纹理的快速漫游是虚拟现实、GIS、仿真等领域的关键技术与难点。DEM是对地形地貌的数字描述和模拟,利用DEM数据生成可视化地形,可以更好的描述特定区域的地形特征,通过对特定区域中模型的纹理生成和映射,配合光照、大气等区域内自然场景的建模技术,可生成较为逼真的真实场景。基于OpenGL编程进行DEM地形可视化是实现地形实时漫游的方法之一,利用层次细节模型降低场景复杂度以提高漫游帧速率是该类系统中的常用方法,由于场景复杂度问题,不同的系统在具体算法实现中采用的方法也不尽相同。本文以一个虚拟校园为例,针对DEM数据转换和LOD模型面临的问题,给出了特定场景的LOD模型数据处理思想和纹理快速纹理生成、匹配、映射算法。同时给出虚拟实时漫游中第一人称漫游和飞行漫游的一般方法,讨论了在Windows环境下使用OpenGL进行虚拟漫游的基本步骤。提出了一种新的根据场景特点快速生成和映射纹理途径。结果表明,该方法在保证真实感条件情况下达到了满意的实时漫游效果。  相似文献   

6.
利用缓冲区边界曲线上各点距缓冲目标距离相等的性质,建立一种基于矢量追踪思想的缓冲区生成方法.提出并探讨了以下优化技术:进行缓冲目标弧段重采样;扩展弧段数据结构以提高点、弧距离计算的效率;闭合边界追踪过程中采用折半逼近的追踪策略并进行动态数据压缩;对缓冲目标集合进行自适应分组和运用分治算法等.结果表明.该算法在内存占用、计算精度等方面具有优势,其计算效率亦可满足一般的GIS应用需求;此外,该算法中边界追踪的思想可以推广应用于空间分析算法设计中.  相似文献   

7.
Hybrid digital terrain models combine terrain data with different topologies and resolutions. Cartographic digital terrain models are typically composed of regular grid data that can be locally refined by adding a Triangulated Irregular Network (TIN) that represents morphologically complex terrain parts. Direct rendering of both datasets to visualize the digital terrain model generates discontinuities, as the meshes are disconnected. The utilization of complete/partial precomputed tessellation solutions solves the problem of quality, but limits the applicability of the representation to models with a fixed relative position between datasets. In this paper, we present a new scheme for hybrid terrain representation that permits the dynamic generation of the adaptive tessellation required to join the grid and TIN models. Our proposal permits the dynamic modification of the relative position between datasets. This increases the representation capabilities for those applications where this property is interesting as, for example, urban and landscape planning applications. The algorithm we propose is based on the identification of convex areas on the TIN and the efficient generation of triangles to join the models based on this convex structure. As a result, high quality models without discontinuities are obtained, increasing the flexibility of previous solutions based on fixed precomputations.  相似文献   

8.
The Digital Elevation Model that has been derived from the February 2000 Shuttle Radar Topography Mission (SRTM) has been one of the most important publicly available new spatial data sets in recent years. However, the ‘finished’ grade version of the data (also referred to as Version 2) still contains data voids (some 836,000 km2)—and other anomalies—that prevent immediate use in many applications. These voids can be filled using a range of interpolation algorithms in conjunction with other sources of elevation data, but there is little guidance on the most appropriate void‐filling method. This paper describes: (i) a method to fill voids using a variety of interpolators, (ii) a method to determine the most appropriate void‐filling algorithms using a classification of the voids based on their size and a typology of their surrounding terrain; and (iii) the classification of the most appropriate algorithm for each of the 3,339,913 voids in the SRTM data. Based on a sample of 1304 artificial but realistic voids across six terrain types and eight void size classes, we found that the choice of void‐filling algorithm is dependent on both the size and terrain type of the void. Contrary to some previous findings, the best methods can be generalised as: kriging or inverse distance weighting interpolation for small and medium size voids in relatively flat low‐lying areas; spline interpolation for small and medium‐sized voids in high‐altitude and dissected terrain; triangular irregular network or inverse distance weighting interpolation for large voids in very flat areas, and an advanced spline method (ANUDEM) for large voids in other terrains.  相似文献   

9.
Despite the existence of obstacles in many database applications, traditional spatial query processing assumes that points in space are directly reachable and utilizes the Euclidean distance metric. In this paper, we study spatial queries in the presence of obstacles, where the obstructed distance between two points is defined as the length of the shortest path that connects them without crossing any obstacles. We propose efficient algorithms for the most important query types, namely, range search, nearest neighbours, e‐distance joins, closest pairs and distance semi‐joins, assuming that both data objects and obstacles are indexed by R‐trees. The effectiveness of the proposed solutions is verified through extensive experiments.  相似文献   

10.
DEM流径算法的相似性分析   总被引:4,自引:0,他引:4  
刘学军  晋蓓  王彦芳 《地理研究》2008,27(6):1347-1357
流径算法是分布式水文模型、土壤侵蚀模拟等研究中的关键技术环节,决定着汇水面积、地形指数等许多重要的地形、水文参数的计算。本文以黄土高原两个典型样区的不同分辨率DEM为研究对象,对常用的五种流径算法(D8、Rho8、Dinf、MFD和DEMON)通过相对差系数、累积频率图、XY散点分布图等进行了定量的对比分析。结果表明:算法的差异主要集中在坡面区域,汇流区域各类算法的差别较小;算法差异在不同DEM尺度下都有所体现,但高分辨率下的差异会更明显;在地形复杂区域,多流向算法要优于单流向算法。研究也进一步指出汇水面积、地形指数等水文参数对流径算法具有强烈的依赖性。  相似文献   

11.
大尺度景观结构指数的因子分析   总被引:13,自引:1,他引:12  
基于遥感和GIS技术,尝试对大尺度下陆地景观结构指数进行因子分析。根据生态区划计算描述中国陆地景观结构的13种景观结构指数,包括斑块密度、最大斑块指数、边界密度、面积加权斑块形状指数、面积加权斑块分维度、平均最近斑块距离、最近斑块距离的标准差、最近斑块距离的相异系数、蔓延度、分布邻接指数、结合度、香农多样性指数、辛普森多样性指数。在相关分析的基础上,对其中12种指数进行因子分析,并采用前3个公因子分析中国陆地景观结构,3个公因子的方差累积贡献率达88.8%,分别定义为斑块多样性因子、斑块形状复杂性因子和斑块分布均匀性因子。计算表明,在人类活动影响强烈的生态区,这3个公因子取值都比较小,反映斑块类型多样性减少、形状复杂性降低、分布趋于均匀。  相似文献   

12.
With the extensive application of virtual geographic environments and the rapid development of 3D visualization analysis, the rendering of complex vector lines has attracted significant attention. Although there are many rendering algorithms in 3D geographic information system (GIS), they are not sufficiently flexible to meet the requirements for rendering linear symbols composed of diverse colors and shapes. However, the interactive rendering of a scene and the accuracy of the symbols are important components for large-scale, complex vector lines. In this paper, we propose a graphics processing unit (GPU)-accelerated algorithm for rendering linear symbols on 3D terrain. Symbol rendering is embedded within the terrain-rendering process, and vector lines are encoded in a 3D texture and then transferred to the GPU. A set of visual properties are used to enrich the expression of symbols with the help of geometric operations in the fragment shader. A series of experiments demonstrate that the proposed method can be utilized for drawing various pixel-exact linear symbols and can achieve real-time rendering efficiency.  相似文献   

13.
Abstract

Mapping variable stream buffers in a vector environment in which buffer width values are delineated often yields inaccurate results. Possible vector solutions are either ineffective or inefficient, An alternate raster approach is presented here in which a buffer effectiveness-achievement function (b-function) is introduced to map desirable buffer zones at an individual cell level based upon areal differentiations in physical and ecological conditions. The implementation of b-function is made feasible by a GIS procedure devised in this article. This tested method can be extended to a variety of variable buffer studies, such as visual buffers, noise buffers, greenways, and urban natural buffers.

‘A robe can never be made of the fur from one fox's axillae’ (A Chinese idiom).  相似文献   

14.
Geographically weighted regression (GWR) is an important local technique to model spatially varying relationships. A single distance metric (Euclidean or non-Euclidean) is generally used to calibrate a standard GWR model. However, variations in spatial relationships within a GWR model might also vary in intensity with respect to location and direction. This assertion has led to extensions of the standard GWR model to mixed (or semiparametric) GWR and to flexible bandwidth GWR models. In this article, we present a strongly related extension in fitting a GWR model with parameter-specific distance metrics (PSDM GWR). As with mixed and flexible bandwidth GWR models, a back-fitting algorithm is used for the calibration of the PSDM GWR model. The value of this new GWR model is demonstrated using a London house price data set as a case study. The results indicate that the PSDM GWR model can clearly improve the model calibration in terms of both goodness of fit and prediction accuracy, in contrast to the model fits when only one metric is singly used. Moreover, the PSDM GWR model provides added value in understanding how a regression model’s relationships may vary at different spatial scales, according to the bandwidths and distance metrics selected. PSDM GWR deals with spatial heterogeneities in data relationships in a general way, although questions remain on its model diagnostics, distance metric specification, and computational efficiency, providing options for further research.  相似文献   

15.
地形湿度指数算法误差的定量评价   总被引:2,自引:0,他引:2  
地形湿度指数(TWI)能够定量指示地形对土壤湿度空间分布的控制,是一种应用广泛的地形属性.目前基于栅格DEM的TWI计算方法结果各异,因此有必要对'TWI算法进行定量评价.对TWI算法通常是应用实际DEM数据进行评价.但实际DEM中存在的数据源误差会干扰对算法误差的评价.针对该问题,本文介绍了一种用不含数据源误差的人造...  相似文献   

16.
该文对基于局部误差、曲率和法向量的5个地形简化指标进行分析评价,用离散的高斯合成曲面来模拟真实DEM,以解析得到的高斯曲率作为地形简化指标“真值”,通过对各个指标“保特征性”可信度的分析,获得对这5个指标的整体评价:1)基于法向量的地形简化指标更能反映地形特征;2)各指标的“保特征性”随简化比的减小呈线性上升;3)各指标的优劣排序对地表形状和分辨率不敏感;4)各指标“保特征性”可信度在同一分辨率下较为稳定。并用实例验证结论的正确性。  相似文献   

17.
引入具有维度融合、坐标无关等特性的Clifford几何代数,构建不同维度统一Voronoi生成框架及算法流程。定义了可支撑不同维度、不同对象间距离、相交及对偶关系的几何、拓扑运算,基于多重向量设计了可支撑不同维度地理对象的统一存储结构及关系表达机制,实现了基于Clifford代数的多维统一Voronoi生成算法。以中国城市气象数据为例进行了算法验证,并分析了算法复杂度。结果表明,该算法可根据输入数据维度自适应地实现相应维度的Voronoi分析,可为以维度统一为特征的GIS分析算法实现提供借鉴。  相似文献   

18.
19.
Terrain rendering is a crucial part of many real-time applications. The easiest way to process and visualize terrain data in real time is to constrain the terrain model in several ways. This decreases the amount of data to be processed and the amount of processing power needed, but at the cost of expressivity and the ability to create complex terrains. The most popular terrain representation is a regular 2D grid, where the vertices are displaced in a third dimension by a displacement map, called a heightmap. This is the simplest way to represent terrain, and although it allows fast processing, it cannot model terrains with volumetric features. Volumetric approaches sample the 3D space by subdividing it into a 3D grid and represent the terrain as occupied voxels. They can represent volumetric features but they require computationally intensive algorithms for rendering, and their memory requirements are high. We propose a novel representation that combines the voxel and heightmap approaches, and is expressive enough to allow creating terrains with caves, overhangs, cliffs, and arches, and efficient enough to allow terrain editing, deformations, and rendering in real time.  相似文献   

20.
Route planning is an important problem for many real-time applications in open and complex environments. The maritime domain is a relevant example of such environments where dynamic phenomena and navigation constraints generate difficult route finding problems. This paper develops a spatial data structure that supports the search for an optimal route between two locations while minimizing a cost function. Although various search algorithms have been proposed so far (e.g. breadth-first search, bidirectional breadth-first search, Dijkstra’s algorithm, A*, etc.), this approach provides a bidirectional dynamic routing algorithm which is based on hexagonal meshes and an iterative deepening A* (IDA*) algorithm, and a front to front strategy using a dynamic graph that facilitates data accessibility. The whole approach is applied to the context of maritime navigation, taking into account navigation hazards and restricted areas. The algorithm developed searches for optimal routes while minimizing distance and computational time.  相似文献   

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