Full text: Proceedings, XXth congress (Part 5)

polygon models with high quality textures should be preferred. 
Another idea behind the use of preprocessed models is to save 
considerable amount of rebuilding time. In this study we used 
such models from Geometric and Dark Basic companies. Our 
library contains nearly 1000 objects consist of vehicles, 
buildings, people, animals, trees, bushes, fences etc. 
1.5 Rendering Performance Issues 
It is a known fact that developments in the graphics hardware 
dramatically reduced the time needed to render VEs. But 
parallel to this development the demand for more realism 
increases the complexity of the VEs. The most well known 
techniques for handling this complexity are: 
e LOD Management, 
e Visibility Culling, 
e Object Organization. 
In LOD management, main idea is to render same object with 
different number of polygons considering the distance with the 
virtual position of the observer. Throughout this paper the 
virtual location where the user observes VE is called as Virtual 
eye (V-eye). Objects that are far from V-eye rendered in a low- 
polygon form. The problem of removing redundant data that are 
not to be displayed is named as visibility culling. Back face 
culling, frustum culling and occlusion culling achieve typical 
reduction. Back face culling is simply described as not drawing 
the inner faces of the closed shape objects since they are 
invisible to the V-eye. The viewing volume of perspective 
projection is called as frustum. In frustum culling objects that 
are outside of the viewing volume are not sent to the graphics 
pipeline. This method is useful when polygonal cost of the 
object is high. As the name implies occlusion culling is 
discarding the objects that are occluded such as objects behind a 
wall. Depth buffer mechanism of 3D graphics libraries prevents 
drawing occluded objects. The problem in here is to do this job 
prior to rendering phase and minimize the workload of graphics 
hardware. Object organization defines the hierarchical 
organization of objects according to binary, quad or octal trees 
or according to some other criteria such as objects in the room. 
2. IMPLEMENTATION 
We developed an application that can render dynamic crowded 
outdoor scenes in real-time. The excessive number of objects in 
the virtual environment is probably the most significant 
capability of our system. Common features of this software and 
the methodology that we used are explained in this part. 
2.1 Terrain Modeling 
Terrain modeling is one of the most popular research topics of 
3D computer graphics. This issue can be divided into two sub 
problems: generating geometric terrain model and painting or 
texturing terrain surface. 
2.1.1 Geometric Terrain Models: Various types of Digital 
Elevation Models (DEM) are used to construct geo-specific 
terrain models whereas pre-rendered grey-scale bitmap images 
or 2D array of height values that are known as heightmap are 
used to construct generic models. Our implementation supports 
popular DEM formats. The outdoor scenes sometimes contain 
more than a million polygons. An average hardware accelerated 
graphics card cannot display that many polygons in real-time. A 
7.5 minute DEM that covers 1:25K scale map contains 203401 
616 
International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Vol XXXV, Part B5. Istanbul 2004 
height points which corresponds to 405000 triangles. When we 
consider the frame rates that should be met it is clear that it is 
necessary to reduce the number of polygons that are going to be 
rendered. Many research papers have dealt with different LOD 
algorithms and aggressive frustum culling. Famous methods for 
terrain rendering are the LOD algorithm (Lindstrom et al, 
1996) and Real-time Optimally Adapting Meshes (ROAM) 
method (Duchaineau et al, 1997). These methods and 
derivatives eliminate some of the triangles by combining them 
with other triangles. In this study we implemented these basic 
algorithms to improve performance. 
We also designed a terrain editor in which user can generate 
generic terrain models by using the tools provided. User can 
define the width and length of the terrain model and the interval 
of height points: At this point we let user to create a random 
base map if he wants. The random functions used by compilers 
are not appropriate to produce generic terrain models due to 
discontinuities of the functions they produce. It is possible that 
very high and very low two points might be side by side. A 
random function should change smoothly in order to be used in 
terrain model generation. Ken Perlin proposed a method known 
as Perlin noise, which became very popular in many fields 
including motion picture industry (Perlin, 1984). This method 
has been widely used in computer graphics. To create Perlin 
noise one first generates a random sequence with maximum 
allowable dynamic amplitude range. This sequence is smoothed 
using interpolation techniques. As a next step another random 
sequence with twice the frequency and half the dynamic range 
is created and interpolated. This procedure is repeated until the 
desired spatial resolution is obtained. Finally all intermediate 
random sequences are combined by addition. As it can be easily 
seen in Figure 1, sum of noises looks like a silhouette of a 
mountainous area. We used 2D Perlin noise functions to 
generate generic terrain model. 
2D Perlin Noise and 
Sum of Noise Functions 
1D Perlin Noise 
TTL 4 és J 
utm it! a f ol 
Figure 1. Illustration of Perlin Noise 
The user can modify this model with mouse or use it directly. In 
the Terrain Editor module, Gaussian equation is used to edit the 
terrain model. The point that the user clicks with the mouse is 
considered as the centre point. The region around this point can 
be raised or lowered to create hills or pits. It is possible to 
change the parameters of the Gaussian function in order to 
generate different shapes. Repetitive operations enable the user 
to create the terrain that he wants. The user can also use a flat 
terrain model as a starting template. There are two additional 
functions that can be used for fine-tuning. First one is 
convolution function that smoothes the model and the second 
one is addition of random noise that makes the model rough. 
All of the operations can be performed either on a 2D 
heightmap image or in a 3D model. Terrain Editor tool is also 
  
  
  
  
     
   
   
    
    
    
   
   
    
   
   
    
   
    
    
     
   
    
    
   
    
   
    
    
   
   
    
  
   
   
    
  
   
   
   
   
   
    
    
   
    
   
    
   
   
   
  
    
vel 
not 
  
2.1 
me 
VI 
his 
su 
ey 
W 
th: 
co 
ca 
co 
de 
qu 
as 
pr
	        
Waiting...

Note to user

Dear user,

In response to current developments in the web technology used by the Goobi viewer, the software no longer supports your browser.

Please use one of the following browsers to display this page correctly.

Thank you.