Full text: Proceedings, XXth congress (Part 5)

International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Vol XXXV, Part B5. Istanbul 2004 
  
screen, the visual component. Thus graphical elements obtain 
an important part of information and knowledge transfer. 
Within a cartographic 3D application the graphical component 
consists of terrain, primitives, complex models, texture, light 
and camera-view and movement. These main elements are 
fundamental in computer graphics and may now be adapted for 
a 3D cartographic information system. Here, the most important 
needs are the allocation of coordinates, the transformation to a 
common geographical projection and the implementation of a 
semiotic and communication model. 
The /ight, texture and camera-view are elementary to obtain a 
spatial impression and to enable depth cues. Including camera- 
movement, these elements prevent and mitigate the main 
disadvantages in a 3D environment, hiding information, usage 
of an infinite number of scales in one view and the impossibility 
to compare geometries [Kroak 1988]. An interactive camera 
movement makes information more read- and understandable. 
Complex models of real objects may deliver fine details 
depending on the recording method and the subsequent data 
structuring and modelling. The photogrammetric recording of 
fine details is important for an overall documentation and may 
be taken into consideration for a very large scale of 
visualisation. In many cases and for the needs of LOD (Level 
Of Detail) a simplification and generalisation of this provides 
details to a general model would be helpful in order to save 
memory and processing power during the rendering process. 
In general the format of these specific photogrammetric 
modelling applications is convertible to a common understood 
structure — like VRML, XML. Assuming the existence of a 
geographical reference these models may be used in a 
cartographic application [Dorninger 2003]. 
Primitives name simple geometric objects like a plane, box, 
sphere, cylinder and particle systems. These are build within the 
application and so the process of creation only needs some 
processing time. No download time has to be considered, which 
is important for WWW applications and for performance 
optimisation. The formal description for the composition of 
cartographic 3D symbols out of primitives is a powerful tool 
and useful for presenting simplified objects in smaller scales 
(bigger distances to the camera). 
Attention should be paid to the similarity of the high detailed 
model and the very simplified one. Losing these similarities and 
thus the perceptible connection of objects would lead to 
misunderstanding and a possible failure of the communication 
model. Algorithms and rules for an automated generation of 
symbols may possibly be found with the help of automated 
aerial photo interpretation techniques or generalisation models 
[Twaroch 2001]. 
The terrain model is fundamental to communicate topography 
in context with spatially related information and objects. 
Depending on the accuracy, estimated download time and 
existing processing power different strategies have to be 
considered. For the highest detail a terrain in 3D would be 
needed to remove discrepancies occurring by the combination 
of objects — rivers are not flowing downhill, houses flying 
above ground, etc. In smaller scales a 2.5D generated terrain 
would be sufficient. Therefore the data source may be a 
grayscale picture. The values of this bitmap represent the height 
information, which can then be calculated to a terrain model. 
The download time and memory usage is directly connected 
with the resolution of the terrain model, independent from 3D 
or 2.5D. Sometimes 2.5D offers more possibilities for 
640 
performance optimisation. That is why it is often used in 3D 
gaming applications. 
The texturing of terrain assists the information visualisation of 
surface- and line-based objects. It is important to rethink the 
meaning of information within the texture, particularly because 
it is so simple to add a texture. Many examples in cartographic 
3D applications use ready-made topographical maps, containing 
labeling, symbols and level curves, without considering that the 
writings will not be readable from many directions, symbols not 
perceptible and the level curves will go up and down a hill. 
Keeping texturing of terrain in perspective it would make more 
sense to obtain the textural information, elaborating selected 
and offered according to the application area, from a map- 
server. The repository of information would then be more 
flexible, accessible and update able. In addition texturing of 
objects is a relatively simple method to remove unwanted detail. 
4.2 Examples — state of the art 
Graphical elements point out the possibilities within a visual 3D 
presentation. Theoretically it seems that the combination of 
data, provided that meta-data are consistent and the 
combination of different scales was considered, is nearly 
unrestricted. In fact discrepancies and limits, that were not 
thought of before, occur during implementations and cause 
much additional work. 
In this section of paper some selected examples dealing with the 
combination of cultural objects in a cartographic 3D 
environment are detailed. 
Carnuntum 3D started as an example of a master thesis [Jobst 
2003] with the idea of being a multimedia 3D cartographic 
portal providing access to archaeological data and 
reconstructions in the area Carnuntum, focussing on the 
ensemble of temples on the Pfaffenberg hill, which does not 
exist now due to the mining of gravel. The specialities of this 
application are the extensible model implementation and the 
terrain texture generation. 
Extensible model implementation takes care of different 
archaeological interpretations of objects. Using interactivity 
(with mouse or keyboard) and explanations, one interpreted 
reconstruction may easily exchanged by another. The models 
are loaded from a database, where it is easy to rebuild, modify 
and add new models. According to the camera distance models 
are automatically exchanged following rules from the 
communication model. 
Terrain texturing was simplified to the usec of ready-made 
cartographic textures containing surface interpretations. In the 
near future, depending on the results of archaeological research, 
it is planned to achieve terrain textures from an UMN 
Mapserver, where ortho-imagery and different results of GIS 
queries may be implemented. This product would obey user 
needs and give more freedom and choice in transmitting 
individual information [Jobst 2003]. 
Although the usage of a 3D terrain model for large scale in 
conjunction with a 2.5D terrain for the smaller scales is a 
benefit for performance, it results in a small noticeable error: at 
the border of the two terrains a gap is visible from some points 
of the camera-view due to different qualities and resolutions. 
The second example “3D-Murale” comes from an 
archaeological approach and tries to combine archaeology and 
Virtual Reality. It is a project led by Brunel University with 
support from the European Union. The aim is to develop tools 
to measure, reconstruct and visualise archaeological ruins in 
     
   
    
    
   
   
   
   
   
   
   
    
   
   
   
    
    
   
    
     
  
     
  
   
  
  
  
  
    
   
  
    
    
   
  
    
    
   
  
  
    
    
   
  
  
  
    
   
  
   
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