International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences
‚Vol XXXV, Part B4. Istanbul 2004
| 3D Model Databases of City |
rut d
| | Building Texture Database | | Ground Texture Database | | Independent Object Database |
oh
| Building Character Database
PL
| Antiquity | | Modern Tim
X
f N X N
cs | [ Antiquity | | Modern Times |
a e
SN
A N
\
| Building Character | e Roof Texture |
|
Vegetation |
| Special Building d [^ Side Texture |
|
Water System e
Window |
| Outside Stair 4 |
-
Traffic Light
Street |
Others sed
L
Others
i )
| Street Lamp |
[e |
bi |
|. |
Others a
ow of
Fig.3 3D Model Databases of City
Fig.4 Reconstructed City Scene
7. CONCLUSIONS
When we want to reconstruct the real world in a digital
environment, it is the first task that implementing the
abstraction and description of reality. It means that we should
firstly determine the description contents, abstraction method
and expression model. So aiming at solve these problems, we
buiit the 3D Geographic Element System, and put forward
concepts of Spatial Granularity for 3D Description and 3D
Partition of Building, and founded 3D Model Databases of City
to reconstruct scenes efficiently. By put these methods and
technologies in practice of Digital Weihai Project, the
conclusion can be drawn that the efficiency could be increased
greatly by applying them.
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