A DATABASE FOR A 3D GIS FOR URBAN ENVIRONMENTS SUPPORTING PHOTO-REALISTIC
VISUALIZATION
Michael Kofler, Herwig Rehatschek, Michael Gruber
Institute for Computer Graphics
Graz Technical University
Austria
{kofler,herwig,gruber}@icg.tu-graz.ac.at
Commision Il, Working Group 2
KEY WORDS: GIS, Urban, Database, Visualization, Three-dimensional
ABSTRACT
As 3D GISs (geographical information systems) become increasingly important, new database technologies are needed. This
paper presents ideas about requirements for a 3D GIS database for urban environments. A high emphasis is given to the
support of a fast photo-realistic visualization, thus expanding the scope of functions offered by traditional GIS databases.
Required functions to allow an efficient visualization are: e Perspective querying (to extract all objects of the database located
a pyramid of vision). e Support of the level of detail concept on database level (to extract objects in varying detail according
to the size of the objects on screen). e Image compressing/decompressing/caching (to offer a scale-able compromise between
speed and data volume).
KURZFASSUNG
Mit der zunehmenden Bedeutung dreidimensionaler geografischer Informationssysteme (3D GIS) zeichnet sich die Notwendigkeit
neuer Datenbanktechnologien ab. Herkómmliche GIS-Datenbanken sind insbesondere da überfordert, wo es um die schnelle
Visualisierung der Daten geht. Erforderliche neue Funktionen sind: e Perspektivische Abfragen (um alle Objekte zu ermitteln,
die momentan sichtbar sind). e Unterstützung des Level-of-Detail-Konzepts (um Objekte je nach ihrer aktuellen Größe am
Bildschirm in unterschiedlichen Qualitátsstufen zur Verfügung zu stellen). e Automatische Komprimierung / Dekomprimierung
von Bildern.
1 INTRODUCTION / MOTIVATION 2 RELATED WORK
An increasing number of users of GISs for urban environments This section summarizes some recent papers on rendering
asks for 3D extensions ([SBM 94], [RG 95]): and storing complex geometrical models. All papers present
ideas to improve the LOD (level of detail) concept, which
will be crucial for any 3D GIS application supporting inter-
active photo-realistic rendering. LOD is a mechanism used
in computer graphics to improve the drawing speed of com-
plex scenes [Cla 76]: Each object is stored several times in
different levels of quality (levels of detail). During visualiza-
tion each object is drawn in the optimal level of detail. The
: à chosen level depends on the size of the object in the current
e Tourism agencies want to offer virtual reality models of View. Objects that appear small can be drawn in little detail
destinations they are offering. (and therefore very fast) without loosing quality; in contrast,
The step from 2D to 3D causes several problems, which can objects near the point of view that cover a lot of space on
be summarized in three points: building 3D models, storing | the screen need to be rendered in full quality.
e Scientists want to simulate noise, heat and exhaust
spreading in big cities.
e Telecommunication companies need 3D data to calculate
wave propagation in urban environments.
e Architects want photo-realistic models of existing build-
ings to plan new ones and to visualize the resulting
scenery.
them and providing a user interface to visualize and manip- Although the LOD idea is quite old and lots of applications
ulate them. This paper is focused on the latter two points. ke use of it, several problems remain unsolved. The most
It discusses techniques to store and visualize huge 3D data urgent one is probably building LOD models: although sev-
sets. eral scene editors already support the LOD concept, none is
Currently, two research groups are working on this topic: on able to build LODs automatically in good quality yet. There-
the one side, maintainers and developers of GISs are trying fore, most existing LOD models are still built manually, thus
to expand their 2D systems with 3D features. On the other increasing the already high cost of creating a model at all.
side, lots of efforts come from computer graphics experts, [HG 94, SS 95] explain algorithms for building lower levels of
who want to visualize scenes of growing complexity faster detail from a given 3D model in high quality. Until now, these
and faster. algorithms have been restricted to polygonal models and do
NS : : i h
Unfortunately, there is little interconnection between these not deal with textures, though
two groups. This paper tries to fill this gap. It gives an In its original concept LODs offer different geometric rep-
overview of recent research activities (section 2), points out resentations for one object. [MS 95] propose two improve-
requirements to a 3D GIS database for urban environments ments: (1), the LOD concept can be adapted to store the
(section 3) and discusses issues of implementation (section entire model (e.g. a city) in one hierarchical structure. (2),
4). The paper ends with a short outlook (section 5) and 'impostors' replace traditional LODs: Impostors are very simi-
some references. lar to LODs; they are more versatile as they include additional
198
International Archives of Photogrammetry and Remote Sensing. Vol. XXXI, Part B2. Vienna 1996
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