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1.
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   

2.
About one decade has passed since US vice president Al Gore articulated his vision of Digital Earth (DE). Within this decade, a global multi-resolution and three-dimensional (3D) representation of the Earth, which sums up the DE vision, increasingly gained interest in both public and science. Due to the desired high resolution of the available data, highly detailed 3D city models comprise a huge part of DE and they are becoming an essential and useful tool for a range of different applications. In the past as well as at present, 3D models normally come from a range of different sources generated by professionals, such as laser scans or photogrammetry combined with 2D cadaster data. Some models are generated with semi-automated or fully automated approaches, but in most cases manual fine tuning or even manual construction from architectural plans is required. Further beyond outdoor city models, DE additionally envisages the provision of indoor information. That is, the interior structure of public or publically accessible buildings, such as airports or shopping malls, is represented and made available in 3D; however, at the moment, such models are mostly created by hand and essentially based on professional data sources. In contrast to such professional data, which is mainly captured by surveyors or companies, the last few years revealed the phenomenon of crowdsourced geodata, which receives an increasing attractiveness as an alternative data source for many Geographic Information Systems (GIS). Former research already demonstrated the power and richness of such geodata – especially OpenStreetMap (OSM) – and it has also been proved that this non-standardized, crowdsourced geodata can be combined with international standards of the Open Geospatial Consortium (OGC). For example, CityGML Level-of-Detail 1 (LoD1) and LoD2 models have already been created automatically from OSM. The research presented in this article will further continue on the automated generation of CityGML models from OpenStreetMap. Essentially, a method for the creation of highly detailed CityGML LoD4 models with interior structures will be explained. By applying the invented approach on existing OSM data, limitations and restrictions of the IndoorOSM mapping proposal, the available data and the developed approach are revealed and discussed.  相似文献   

3.
The international standard CityGML defines five levels of detail (LODs) for 3D city models, but only the highest of these (LOD4) supports modelling the indoor geometry of a building, which must be acquired in correspondingly high detail and therefore at a high cost. Whereas simple 3D city models of the exterior of buildings (e.g. CityGML LOD2) can be generated largely automatically, and are thus now widely available and have a great variety of applications, similarly simple models containing their indoor geometries are rare.

In this paper we present two contributions: (i) the definition of a level of detail LOD2+, which extends the CityGML LOD2 specification with indoor building geometries of comparable complexity to their exterior geometries in LOD2; and more importantly (ii) a method for automatically generating such indoor geometries based on existing CityGML LOD2 exterior geometries. We validate our method by generating LOD2+ models for a subset of the Rotterdam 3D data set and visually comparing these models to their real counterparts in building blueprints and imagery from Google Street View and Bing Maps. Furthermore, we use the LOD2+ models to compute the net internal area of each dwelling and validate our results by comparing these values to the ones registered in official government data sets.  相似文献   

4.
Georeferenced 3D models are an increasingly common choice to store and display urban data in many application areas. CityGML is an open and standardized data model, and exchange format that provides common semantics for 3D city entities and their relations and one of the most common options for this kind of information. Currently, creating and maintaining CityGML models is costly and difficult. This is in part because both the creation of the geometries and the semantic annotation can be complex processes that require at least some manual work. In fact, many publicly available CityGML models have errors. This paper proposes a method to facilitate the regular maintenance of correct city models in CityGML. This method is based on the continuous deployment strategy and tools used in software development, but adapted to the problem of creating, maintaining and deploying CityGML models, even when several people are working on them at the same time. The method requires designing and implementing CityGML deployment pipelines. These pipelines are automatic implementations of the process of building, testing and deploying CityGML models. These pipelines must be run by the maintainers of the models when they make changes that are intended to be shared with others. The pipelines execute increasingly complex automatic tests in order to detect errors as soon as possible, and can even automate the deployment step, where the CityGML models are made available to their end users. In order to demonstrate the feasibility of this method, and as an example of its application, a CityGML deployment pipeline has been developed for an example scenario where three actors maintain the same city model. This scenario is representative of the kind of problems that this method intends to solve, and it is based on real work in progress. The main benefits of this method are the automation of model testing, every change to the model is tested in a repeatable way; the automation of the model deployment, every change to the model can reach its end users as fast as possible; the systematic approach to integrating changes made by different people working together on the models, including the possibility of keeping parallel versions with a common core; an automatic record of every change made to the models (who did what and when) and the possibility of undoing some of those changes at any time.  相似文献   

5.
Standardization is one of the pillars of interoperability. In this context, efforts promoted by the Open Geospatial Consortium, such as CityGML (Technical University, Berlin), a standard for exchanging three-dimensional models or urban city objects, are welcomed. However, information from other domains of interest (e.g. energy efficiency or building information modeling) is needed for tasks such as land planning, large-scale flooding analysis, or demand/supply energy simulations. CityGML allows extension in order to integrate information from other domains, but the development process is expensive because there is no way to perform it automatically. The discovery of correspondences between CityGML concepts and other domains concepts poses a significant challenge.

Ontology matching is the research field emerged from the Semantic Web to address automatic ontology integration. Using the ontology underlying CityGML and the ontologies which model other domains of interest, ontology matching would be able to find the correspondences that would permit the integration in a more automatic manner than it is done now.

In this paper, we evaluate if ontology matching techniques allow performing an automatic integration of geospatial information modeled from different viewpoints. In order to achieve this, an evaluation methodology was designed, and it was applied to the discovery of relationships between CityGML and ontologies coming from the building information modeling and Geospatial Semantic Web domains. The methodology and the results of the evaluation are presented. The best results have been achieved using string-based techniques, while matching systems give the worst precision and recall. Only in a few cases the values are over 50%, which shows the limitations when these techniques are applied to ontologies with a partial overlap.  相似文献   

6.
ABSTRACT

Point cloud classification, which provides meaningful semantic labels to the points in a point cloud, is essential for generating three-dimensional (3D) models. Its automation, however, remains challenging due to varying point densities and irregular point distributions. Adapting existing deep-learning approaches for two-dimensional (2D) image classification to point cloud classification is inefficient and results in the loss of information valuable for point cloud classification. In this article, a new approach that classifies point cloud directly in 3D is proposed. The approach uses multi-scale features generated by deep learning. It comprises three steps: (1) extract single-scale deep features using 3D convolutional neural network (CNN); (2) subsample the input point cloud at multiple scales, with the point cloud at each scale being an input to the 3D CNN, and combine deep features at multiple scales to form multi-scale and hierarchical features; and (3) retrieve the probabilities that each point belongs to the intended semantic category using a softmax regression classifier. The proposed approach was tested against two publicly available point cloud datasets to demonstrate its performance and compared to the results produced by other existing approaches. The experiment results achieved 96.89% overall accuracy on the Oakland dataset and 91.89% overall accuracy on the Europe dataset, which are the highest among the considered methods.  相似文献   

7.
This paper introduces the concept of the smooth topological Generalized Area Partitioning (tGAP) structure represented by a space-scale partition, which we term the space-scale cube. We take the view of ‘map generalization as extrusion of data into an additional dimension’. For 2D objects the resulting vario-scale representation is a 3D structure, while for 3D objects the result is a 4D structure.

This paper provides insights in: (1) creating valid data for the cube and proof that this is always possible for the implemented 2D tGAP generalization operators (line simplification, merge and split/collapse), (2) obtaining a valid 2D polygonal map representation at arbitrary scale from the cube, (3) using the vario-scale structure to provide smooth zoom and progressive transfer between server and client, (4) exploring which other possibilities the cube brings for obtaining maps having non-homogenous scales over their domain (which we term mixed-scale maps), and (5) using the same principles also for higher dimensional data; illustrated with 3D input data represented in a 4D hypercube.

The proposed new structure has very significant advantages over existing multi-scale/multi-representation solutions (in addition to being truly vario-scale): (1) due to tight integration of space and scale, there is guaranteed consistency between scales, (2) it is relatively easy to implement smooth zoom, and (3) compact, object-oriented encoding is provided for a complete scale range.  相似文献   


8.
9.
利用共形几何代数的多维统一表达与分析优势,研究了集成多源数据的三维社区统一建模与分析方法。构建了基于多重向量存储结构的社区场景整体建模流程,实现了CityGML、DXF等多源数据的导入与集成,并设计了基于共形几何代数的对象运动表达与插值方法。以德国Waldbruecke村为例的验证结果显示,基于共形几何代数的三维社区建模可以较好地表达复杂社区对象,并可以有效支撑几何度量、动态对象跟踪、运动轨迹重建等功能实现。  相似文献   

10.
砒砂岩区地貌形态三维分形特征量化及空间变异   总被引:3,自引:0,他引:3  
张传才  秦奋  王海鹰  李宁  李阳 《地理科学》2016,36(1):142-148
针对现有地貌形态三维分形模型结构存在的不足,构建一个新的地貌形态三维分形维数测算模型。基于该模型对砒砂岩区274个小流域的地貌形态三维分形维数进行计算并分析其空间变异规律。研究表明:① 基于该模型计算的分形维数能更准确地反映地貌形态复杂度信息;② 砒砂岩区小流域地貌形态三维分形维数介于1.683 6~1.948 6之间;③ 地貌形态三维分形维数整体上覆土砒砂岩区(均值为1.765 9)<裸露砒砂岩强度侵蚀区(均值为1.785 4)和剧烈侵蚀区(均值为1.774 8)<覆沙砒砂岩区(均值为1.796 6)。由于地表覆盖物、砒砂岩裸露程度和土壤侵蚀机理的差异而形成的不同地貌特征是该区地貌形态分形特征空间变异的主要原因。  相似文献   

11.
选择东莞市4个镇(街)作为珠三角典型高度城镇化地区和第三次全国国土调查试点,针对试点内容设置、试点典型性选择、试点方法、成果和质量控制等全过程进行了总体策划和设计。从调查底图层面提出了数据源精选类别,形成了3套数据组合配置思路。从调查技术层面阐述了内业分析判读、外业调查核实和内业录入整理的3个关键方法实施路径。通过试点:形成了丰富的专题报告、专题报表、专题图和专题库等实验成果,以土地利用现状调查为例分析了各试点区历经快速城镇化后的土地利用差异性和空间格局特征,提出了在涉密基础数据使用、不一致图斑举证、细碎图斑处理、地类认定标准、多源数据空间不套合和标识码核心关联等7个问题环节的具体先验经验和未来需要深入探索提升的方向。试点成果可作为试点区土地精细化管理之用,试点经验可供快速城镇化地区参考之用。  相似文献   

12.
植物3D形态是植物的重要生理特征和存在形式。3D形态由于与植物的光合作用效率息息相关,因而对植物生长具有重要意义。将2014年在南极乔治王岛长城站附近采集的56份苔藓植物标本鉴定为4科6属6种及1变种。从每一种中选取一个代表性群落样品用REVscan 3D扫描仪进行高精度的激光扫描,共获取120 M 3D点云数据,987 429个点和1 700 380个面,重构出7个植物样本的表面3D模型。在此基础上,基于Java Web技术、开源数据库系统My SQL、第三方开源Web GL库Three.js、开源Web应用服务器Tomcat等构建了国内首个极地植物3D形态数据库(3dmpp.gznu.edu.cn),提供了3D渲染功能。通过本数据库用户可以方便地浏览和搜索已有的物种信息数据,并全方位地获取植物的3D表面信息。本数据库的建立为极地植物的3D形态信息提供了储存、展示与共享的平台,为不同植物间3D表面形态的比较研究提供了基础数据和工具,为保护极地植物,特别是濒危植物的全息信息资料提供了重要保障。  相似文献   

13.
Noise mapping is the process of determining and visualizing noise impact on the environment in order to support environmental policies. Currently most noise impact studies are based on a 2D approach. The 3D output of noise simulation software is processed and visualized in 2D and combined with 2D topographical and other data, such as population distribution, to quantify the effects. The research described in this paper aims at improving visualization and assessment of noise impact on the environment by generating a 3D noise map in cases where 3D effects are relevant. Based on the specific demand, an approach is presented to generate a 3D noise map as a basis for noise impact studies. The proposed concept is proofed by applying it to a sample noise impact study. From experiences with the sample, it can be concluded that the 3D noise map offers significant insight in situations where 3D noise effects are relevant, i.e. in urban areas. Here, current 2D noise maps have limitations. In addition, more accurate assessment of noise impact is possible in particular when different floors of a building close to the noise source and/or behind noise barriers are considered. This paper also elaborates on accuracy aspects in all phases of noise modelling, including a presentation of initial experiments of 3D noise interpolation.  相似文献   

14.
ABSTRACT

Studying and planning urban evolution is essential for understanding the past and designing the cities of the future and can be facilitated by providing means for sharing, visualizing, and navigating in cities, on the web, in space and in time. Standard formats, methods, and tools exist for visualizing large-scale 3D cities on the web. In this paper, we go further by integrating the temporal dimension of cities in geospatial web delivery standard formats. In doing so, we enable interactive visualization of large-scale time-evolving 3D city models on the web. A key characteristic of this paper lies in the proposed four-step generic approach. First, we design a generic conceptual model of standard formats for delivering 3D cities on the web. Then, we formalize and integrate the temporal dimension of cities into this generic conceptual model. Following which, we specify the conceptual model in the 3D Tiles standard at logical and technical specification levels, resulting in an extension of 3D Tiles for delivering time-evolving 3D city models on the web. Finally, we propose an open-source implementation, experiments, and an evaluation of the propositions and visualization rules. We also provide access to reproducibility notes allowing researchers to replicate all the experiments.  相似文献   

15.
Three-dimensional (3D) spatial information models are increasingly being adopted to help communicate the spatial dimensions of complex built environments. Land administration practices in multi-owned developments include the subdivision, registration and management of legal interests associated with private, communal and public properties, which are often located along the vertical dimension. The spatial structure of each legal interest is normally composed of invisible spaces, defined as the inside and outside of multi-owned developments, as well as physically built structures. Additionally, a wide variety of legal boundary types mark out the spatial limits of the individual parts of each legal interest. These legal boundaries are typically delineated by either relying on fixed surveying measurements or referencing physically existent objects. This article provides a critical assessment of 3D spatial information models in terms of their capabilities for modelling legal interests and legal boundaries defined in the Victorian jurisdiction. We classify these models into three categories: purely legal, purely physical and integrated. This assessment provides the basis for developing a new 3D spatial information model, which would subsequently support a pathway towards realising the Victorian land administration system in a 3D digital environment.  相似文献   

16.
17.
Payments for ecosystem services (PES) are one kind of important tool for environmental protection, and have been widely studied by international scholars and conservationists. Based various definitions of PES from recent articles, we have outlined four principles for PES: parity, measurability, additionality and conditionality, and then have used these principles to develop a formula to calculate a standard for PES. Finding a way to use PES to achieve a win-win relationship between economic growth and environmental protection in the Beijing-Tianjin-Hebei Region (BTHR) is a key task for Chinese government. Synergetic development of BTHR has become a national strategy, like The Belt and Road Initiative. This article employed the formula we developed to calculate the net horizontal PES amounts that each provincial government within BTHR should pay. Our findings show that Beijing should have paid 10.44×109 Yuan (0.4% of Beijing’s GRP) and Tianjin 16.56×109 Yuan (0.93% of Tianjin’s GRP) to Hebei in 2016.  相似文献   

18.
孙映祥 《西部资源》2014,(4):151-155
三维矿床模型及可视化研究是我国"数字化矿山"进程中的热点,本文应用数字化矿山软件Surpac,针对某钼矿66个钻孔数据进行三维矿床模型的构建,最终在三维可视化模型的基础上进行了钼矿资源储量估算。与传统计算方法对比结果表明,Surpac软件三维模型所计算的结果准确可靠,且该模型可依据品位的变化进行矿体的动态圈定。  相似文献   

19.
Rule interchange between information systems is expanding as new interoperable rule formats are emerging from research. However, existing spatial inference systems generally operate on locally stored data with an internal rule format. Consequently, their design offers little support or facilities for rule interchange. This article presents the requirements, components and design for a spatial inference system with rule interchange. Computational efficiency and overall functionality of the design are considered separately, with the latter demonstrated using encoded agricultural legislation and data. A spatial inference system with rule interchange is based on three primary components: rule representation, spatial functionality and data integration. Of these, the interoperable rule representation and data integration distinctly differ from existing spatial inference systems. The presented inference system combines a spatial superset of the W3C Rule Interchange Format (RIF) with full Open Geospatial Consortium simple feature access (OGC SFA) functionality and on-demand data integration utilising Resource Deception Framework (RDF). The design was found to be effective with a computational efficiency depending predominantly on the spatial operations. This design could be further adapted to implement spatial extensions for existing inference systems. Considerable benefits were also discovered when RIF was used as the native language for the inference engine, thereby removing the need for rule transformations and facilitating on-demand data integration with the GML.  相似文献   

20.
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   

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