首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 359 毫秒
1.
With the gradual shift from 2D maps to a 3D virtual environment, various visual artifacts were generated by overlaying 2D map symbols on 3D terrain models. This work proposes a novel screen‐based method for rendering 2D vector lines with the accuracy of more than one pixel on the screen in real time. First, screen pixels are inversely projected onto a 3D terrain surface, and then onto the 2D vector plane. Next, these pixels are classified into three categories in terms of their intersection situation with the 2D lines. After that, a multiple sampling process is applied to the pixels that intersect with the 2D lines in order to eliminate visual artifacts, such as intermittence and aliasing (in pixel scale). Finally, a suitable point‐in‐polygon judgment is implemented to color each sample point quickly. The algorithm is realized in a heterogeneously parallel model so that the performance is improved and becomes acceptable.  相似文献   

2.
高精度曲面建模的三维地形可视化研究   总被引:3,自引:1,他引:2  
根据高精度曲面建模理论(HASM)中曲面单元算法的特点,提出基于视点的多分辨率LOD实时生成算法。该方法通过对规则格网的DEM数据进行划分,以单元分片为基本单位对DEM数据进行组织。根据各曲面单元与视点的相对关系,以不同间距对曲面单元进行内插,实时重建视景内的三维地形。在实时显示过程中,对硬盘中的数据进行实时读取,采用多线程技术对图像渲染操作进行处理,实现了对DEM数据的实时计算、动态显示。该方法无需对规则格网DEM数据建立空间层次组织结构,在对虚拟地形进行实时漫游过程中,存储空间占用少,不受数据规模的影响。  相似文献   

3.
Estimates of solar radiation distribution in urban areas are often limited by the complexity of urban environments. These limitations arise from spatial structures such as buildings and trees that affect spatial and temporal distributions of solar fluxes over urban surfaces. The traditional solar radiation models implemented in GIS can address this problem only partially. They can be adequately used only for 2‐D surfaces such as terrain and rooftops. However, vertical surfaces, such as facades, require a 3‐D approach. This study presents a new 3‐D solar radiation model for urban areas represented by 3‐D city models. The v.sun module implemented in GRASS GIS is based on the existing solar radiation methodology used in the topographic r.sun model with a new capability to process 3‐D vector data representing complex urban environments. The calculation procedure is based on the combined vector‐voxel approach segmenting the 3‐D vector objects to smaller polygon elements according to a voxel data structure of the volume region. The shadowing effects of surrounding objects are considered using a unique shadowing algorithm. The proposed model has been applied to the sample urban area with results showing strong spatial and temporal variations of solar radiation flows over complex urban surfaces.  相似文献   

4.
以距离变换为主要工具,建立了能追踪任意点流水线的数字地表流线模型。利用等高线几何特性分析法和DEM高程信息找出等高线上的山谷点,并以此作为起点进行流水线追踪,同时,用流线与等高线的交点是否符合山谷点的几何特性来决定流线追踪是否结束。这样,将山谷点的水总是顺谷而下的自然物理特性与山谷点所具有的几何特性紧密结合,得到山谷点的流线就是所求的山谷线。实验证明,该方法能有效地解决地形特征线段合理连接的问题,能控制结构线提取的详略程度。  相似文献   

5.
针对边坡地形点云存在空洞、分布不均匀,以及直接建立表面模型进行形变分析效果差的问题,首先提出了一种改进反距离权重插值对地形点云快速压缩重构的方法,并以程序实现了该方法的自动化处理;然后快速地对压缩重构点云建立了NURBS曲面模型,并从面、线、点进行了全面形变对比分析;最后将计算结果与实测值进行了一致性检验,结果表明符合实际地形变化情况,实现了利用激光点云数据快速构建边坡模型并进行形变分析的目的。  相似文献   

6.
The present work aims at introducing a basic theory, implementing methodology and algorithms for 3‐D modeling, and visualizing a geologic model using the Open Source Free GIS GRASS environment. A 3‐D geologic model is constructed from the boundary surfaces of geologic units and the logical model of geologic structure. The algorithms for construction and visualization of the proposed model are based on the geologic function g . The geologic function g assigns a unique geologic unit to every point in the objective 3‐D space. The boundary surface that divides the objective space into two subspaces is estimated using data from field survey. The logical model showing the hierarchical relationship between these boundary surfaces and geologic units can be automatically generated based on the stratigraphic sequence and knowledge of geologic structures. Based on these algorithms, a 3‐D geologic model can be constructed virtually in the GRASS GIS. Applying this model, various geologic surfaces and section models can be visualized in the GRASS GIS environment. “Nviz” was used for dynamic visualization of geologic cross‐sections and generation of animated image sequences. Further, the described algorithms and methods are applied and an online 3‐D geologic modeling system is developed.  相似文献   

7.
城市仿真以其前所未有的人机交互性、真实建筑空间感、大面积3维地形仿真等特性越来越受到人们的关注。特别是对真实环境模拟的大场景3维地形建设,在国土监测、军事、环境保护等方面应用非常广泛。本文结合3维建模软件Creator Pro V 3.01中的地形模块,介绍了3维地形生成的基本理论,讨论了在Creator ProV 3.01中构建地形的方法,并以蓟县山区地形数据为例,建立了视觉效果较好的大场景3维地形模型,最后进行了渲染和驱动。  相似文献   

8.
This paper presents a method for terrain generalization using Laplacian pyramids. The method pre-processes digital terrain for generating cartographically generalized 3D maps. Map authors can attenuated or amplify selected frequency bands of the terrain with a graphical interface imitating an audio equalizer. Ridge lines and valley lines are localized by curvature indices, and their characteristic shapes are preserved or emphasized using additional sets of equalizer controls. Frequency bands are adjusted separately for the foreground and the background to remove visually disturbing terrain detail in the background. This is relevant for 3D maps in central perspective projection that considerably compresses distant terrain features. The proposed generalization method was implemented in Terrain Equalizer, a free and open-source application providing a graphical interface with interactive 3D previews (available at http://www.terraincartography.com/). Using this application, disturbing high frequency details can be easily removed and major mountain forms can be accentuated. The level of generalization can be adjusted seamlessly from the foreground to the background of the 3D map. Topographic break lines, such as ridge or valley lines, are successfully preserved, which is important for conveying the characteristic shape of a generalized terrain.  相似文献   

9.
李玉东  张军 《测绘工程》2010,19(6):43-47
地形数据的三维可视化技术一直是3DGIS领域一项重要的研究技术。从地形实时渲染的需求出发,提出大地坐标系下的多分辨率地形组织模型,并对可视化过程中的坐标空间变换方法进行研究,提出一种适合大区域地形可视化的坐标空间变换方案,使可视化的三维地形场景尽可能真实反映其自然的分布形态,使影像纹理、地物与地形之间进行精确的映射与匹配。  相似文献   

10.
三维激光扫描仪获得经典地貌的点云数据,需进行滤波剔除地面植被。由于植被茂密区域点云密集或遮挡,地面点极少,无法拟合出地形表面,这部分植被点很难剔除。针对植被茂密区域点云数据的特点,本文提出以窗口化和地形坡度为基础的植被茂密区域点云滤波算法,认为非地形坡度引起的高程差异的两相邻点中,较高的点为非地面点。试验结果表明,本文算法可以很好地去除植被茂密区域中低矮的植被点,保留真实的地面点,提高了植被茂密区域点云滤波的处理精度。  相似文献   

11.
提取山脊线和山谷线的一种新方法   总被引:18,自引:2,他引:18  
在研究了现有的仅从山脊线和山谷线的几何特性或物理特性的单一方面设计的提取山脊线和山谷线的算法后 ,提出了一种基于地形表面流水分析与等高线几何分析相结合的提取山脊线和山谷线的方法。该方法把等高线几何分析的方法与地形表面流水模拟分析的方法有机地结合起来 ,能够克服各自所具有的弊端。实验结果表明 ,用本文方法所提取的山脊线和山谷线与实际地形相符合。  相似文献   

12.
基于IDL三维地形建模及可视化技术研究   总被引:2,自引:0,他引:2  
贾瑞生  姜岩  孙红梅  王萍 《测绘科学》2008,33(6):113-115
三维地形建模及可视化是GIS、计算机图形学、虚拟现实、数字摄影测量等领域的研究热点。在分析第四代交互可视化数据语言IDL的基础上,应用组件编程技术实现了高程数据和遥感图像进行地形三维合成的可视化实验系统,与传统方法相比,运用IDL进行地形建模及可视化具有较高的程序开发效率和较强的地形可视化效果。  相似文献   

13.
基于ArcEngine的三维地形可视化系统设计与实现   总被引:1,自引:1,他引:0  
以Visual C#.NET为开发平台,以ArcEngine为开发组件,详述了三维地形可视化功能的实现方法和关键技术,设计并实现了包括地形表面生成、三维场景显示、地形因子分析及通视分析等功能的基于ArcEngine的三维地形可视化系统.  相似文献   

14.
针对雷达探测范围会受到复杂地形因素影响,单一地依靠电磁传播模型可视化雷达探测区域很难真实有效地展现电磁覆盖情况的问题,该文提出一种基于GeoSOT-3D空间剖分的雷达探测范围的计算与表达一体化的真三维模型。GeoSOT-3D剖分框架将上至地球50 000km,下至地心的全部地球空间划分成多层次、多尺度空间体元,体元可承载多源异构空间数据。依据GeoSOT-3D的剖分流程,将地形数据、雷达探测空间数据离散化。最后,开发了雷达探测范围可视化验证平台。实验结果表明,该建模方法对复杂的地形适应性强,可视化表现效果真实直观。  相似文献   

15.
坡度随水平分辨率变化及其空间格局研究   总被引:1,自引:0,他引:1  
以黄土丘陵沟壑区的县南沟流域为研究区,基于1∶1万地形图,利用ANUDEM软件生成5m到200m分辨率DEM,并利用Arc/Info中计算坡度的方法提取了各种分辨率的坡度。研究表明,随着DEM分辨率的降低,单个样点坡度值表现出不确定性,但同一坡度级所有栅格点的坡度均值呈现一定的规律性,低坡度段表现为先升高后降低,中坡度段呈现微弱变化,陡坡度段呈现对数降低趋势;沟沿线上坡度值呈比较剧烈的下降趋势、分水线和流水线上坡度缓慢下降。  相似文献   

16.
采用Creator生成三维地形   总被引:20,自引:0,他引:20  
介绍了Creator地形转换的四种算法,讨论了在Creator中生成地形的过程,并以福建省闽清地区水口店为研究区域,建立直观性的、真实性的三维地形。  相似文献   

17.
月面形貌的3维可视化算法   总被引:1,自引:0,他引:1  
基于大范围地形可视化算法研究的基础上,对平面geometry clipmaps算法进行改进,利用GPU的顶点着色器实现平面地形向球面地形的投影变换,并综合利用球面视域裁剪、球面视点控制等技术,使geometry clipmaps算法适用于球面海量地形数据的3维可视化;收集处理月球全球影像和形貌高程数据,对算法进行验证,实现月球表面形貌的实时动态3维可视化.试验表明:绘制算法可不受数据量大小的限制、绘制效率高、效果逼真,但存在两极变形较大的缺点.
Abstract:
Based on the study of visualization arithmetic of large area terrain, plane geometry clipmaps algorithm is improved. Projection transformation from plane landform to sphere landform was realized by using GPU vertex shader. In that improved algorithm, methods such as sphere vision field culling and sphere viewpoint control are used.That makes geometry clipmops algorithm more effective in 3D visualization of massive sphere terrain data. The whole moon image and DEM data are collected and disposed, which are used to verify the capability of that algorithm, realizing dynamic and real time 3D visualization of moon surface. The experiments show that the graphic algorithm isn't limited by data quantity, which is of high efficiency and reality simulation, but the two-pole distortion is serious.  相似文献   

18.
Few studies have compared algorithms for mapping surface slope and aspect from digital elevation models. Those studies that have compared these algorithms treat slope and aspect angles independently. The evaluation and comparison of surface orientation algorithms may also be conducted by treating slope and aspect as characteristics of a bi-directional vector normal to the surface. Such a comparison is more appropriate for selecting an accurate surface orientation algorithm for applications that use bi-directional measurements, such as modeling solar radiation or removing the topographic effect from remotely sensed imagery. This study empirically compared the slope angle and bi-directional surface angle estimated from five slope/aspect algorithms using a synthetic terrain surface and an actual terrain surface. The most accurate algorithm is consistently that which uses only the four nearest neighboring elevations in the grid.  相似文献   

19.
基于三维狄洛尼三角网的曲面重建算法   总被引:1,自引:1,他引:0  
贾军辉  黄明  刘祥磊 《测绘学报》2018,47(2):281-290
随着三维激光扫描技术应用领域的不断拓展,对点云数据三维建模的需求越来越迫切。曲面重建技术作为三维建模的核心技术之一,在逆向工程、计算机视觉、计算机制图以及虚拟现实等技术领域都有着非常广泛的应用前景。本文提出一种基于三维狄洛尼三角网的曲面重建算法,其本质是一种结合了曲面生长算法思想的贪心算法,即在一定约束条件下,按照最优三角形选择标准,算法从预先构建好的三维狄洛尼三角网中,逐个筛选出最优三角形添加到生长曲面上,最终输出由一系列显式三角形所组成的流形曲面。这种方法对比目前主流的隐式曲面重建算法具有参数依赖性较小、不需要计算法线等优点,并且能够重建地形扫描、建筑物扫描和精细化扫描的点云模型。利用此算法对多种点云模型进行曲面重建试验,结果表明该算法生成曲面质量好、重建效率高、实用性强,能够很好地应用于三维建模领域。  相似文献   

20.
三维地形场景并行渲染技术进展   总被引:2,自引:0,他引:2  
对三维地形场景并行渲染过程涉及的地形数据分页及分块和基于缓存的并行数据调度机制进行了归纳,总结了三维地形场景并行渲染相关算法及基于分布式和微机多线程的实现方式,并对目前并行渲染所存在的问题和发展趋势进行了分析。  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号