In: Wagner W., Székely, B. (eds.): ISPRS TC VII Symposium - 100 Years ISPRS, Vienna, Austria, July 5-7, 2010, IAPRS, Vol. XXXVIII, Part 7B
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LUNAR GEOMORPHY 3D VISUALIZATION METHOD
Z. Yang, X. Qing, Z. BaoMing, L. JianSheng, L. ChaoZhen
Institute of Surveying and Mapping, ZhengZhou 450052, China - Zhouyang3d@163.com
KEY WORDS: Lunar exploration, Moon Image, Moon DEM, Level of Detail, Visualization
ABSTRACT:
Based on research of large-scale terrain visualization methods, we improve the planar Geometry Clipmaps method
by making use of GPU Vertex Processor to projection transform planar terrain into spherical terrain, spherical
view culling and spherical viewpoint controlling . We collected and deal with the lunar image and DEM to render
the lunar 3D map. The results show that the rendering algorithm’ efficiency is independent on datum but there is
distort problem in Lunar Pole.
1 INTRODUCTION
Back to Moon, building Lunar base and exploration
Lunar resources have been the trend and hot dot of
international spaceflight. Lunar exploitation is the first
step of Chinese deep space exploration missions. The
successful launch of ChangE No.l satellite indicated
that china have the ability to explore the deep space.
Obtain lunar remote image and 3D physiognomy data
in satellite remote and surveying technology and
rendering the 3D map in 3D visualization technology
is the one of main tasks of ChangE No.l satellite. In
this paper, based on the research of large range terrain
visualization algorithm, we improved the Geometry
Clipmaps algorithm and the planar terrain be
transformed to the spherical terrain with GPU shaders.
We collect the lunar image and DEM and rendered the
lunar 3D map by use of the spherical view culling
technique and spherical viewpoint control technique
to assist human to know well the moon.
2 PREVIOUS WORK
2.1 The terrain render algorithm
A primary difficulty in terrain rendering is displaying
realistic terrains to the user at real-time frame rates.
Several terrain-rendering techniques have been
proposed that use Level of Detail (LOD) to generate a
simplified representation of a terrain.
Previous publications and applications can be divided
into two parts: Those with static level of detail
(S-LOD) and continuous level of detail technique
(C-LOD).
(1) S-LOD technique
Here the terrain is divided into tiles each of which is
represented by a set of TINs with varying resolutions.
Depending on the distance to the viewer for each tile a
TIN with appropriate projective triangle size is chosen
from the set. If regularly coarsened meshes are used
instead of TINs the method is called geo-mipmapping
m .
(2) C-LOD Algorithms
The most elaborate terrain rendering technique known
today is the continuous level of detail technique
(C-LOD). It improves the sub-optimal approximation
quality of the S-LOD algorithms in a sense that the
triangulation is altered on a per triangle and not on a
per tile basis. This allows much better approximations
which adapt optimally both to the viewing distance
and to surface roughness.
Several main C-LOD algorithms include Lindstrom [2] ,
Duchaineau [3] , Roettger [4] , and Losasso [51 .
The geometry clipmap is a recently proposed
approach that utilizing the potential of modem
graphics hardware. The Algorithm caches the terrain
in a set of nested regular grids centered about the
viewer (fig 1). The grids are stored as vertex buffers
in fast video memory, and are incrementally refilled
as the viewpoint moves. This simple framework
provides visual continuity, uniform frame rate,
complexity throttling, and graceful degradation 161 .
Those algorithms mentioned in previous section deal
with planar terrain. Clasen describe a terrain rendering
algorithm for spherical terrains based on clipmaps[7].
The algorithm replaces the underlying geometry with
one that maps better to the sphere. No matter how far
away the viewer is relative to the planet, he cannot see
more of it than one hemisphere. So the algorithm uses
concentric rings instead of rectangles. The resulting
spherical Geometry Clipmap is displayed in fig. 2.