Full text: Proceedings, XXth congress (Part 4)

ibul 2004 
g texture 
Java 3D. 
mapping. 
upported 
> formats 
| to be a 
) in each 
xture for 
ge come 
have the 
iser can 
veral 2D 
GISterm. 
example. 
ch a GIF 
age files 
liddle or 
higher is 
ar is the 
epending 
possible 
ry is not 
(Nvidia 
) 2048 * 
decision 
apromise 
umption. 
atch the 
can use 
e image 
io of the 
h image 
on of the 
e terrain 
yower of 
ecide on 
of two 
of 512 * 
section: 
International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Vol XXXV, Part B4. Istanbul 2004 
3.2.1 Structure of Terrain Object) and split the image into the 
corresponding texture parts. These texture parts are mapped 
as texture images on top of the geometry of the appropriate 
terrain part. Due to the fact that the terrain parts at the north 
and east boundary are smaller than the other parts, the 
texture, which still has the 512 * 512 pixel size, overlaps the 
geometry. This is not a problem, because the overlapping 
texture parts are not displayed in the virtual universe. Fig. 4 
shows the textured terrain of our example. 
3.3.5 Memory Issues 
However, it does not matter for the memory consumption if 
the texture is actually visible or not. That means overlapping 
parts are not useful, but they consume needed texture 
memory. That is the reason, why we divided the terrain into 
parts. 
Looking at the original size of the fetched image (1224 * 
1036) in our example we would have needed a Java 3D 
corresponding texture size of 2048 * 2048 = 4194304 pixel. 
Dividing the terrain into parts we need 9 texture images with 
a dimension of 512 * 512 pixel. That adds to a number of 
2359296 pixel. Thus we could save a significant amount of 
texture memory. 
  
  
  
  
  
  
  
  
  
  
  
  
2048 pixel 
1536 pixel 
1036 pixel 
E 
S If % 
* E 
512 pixel 9 5 
eA 
N 
©. 
ü 
Display Texture 
Fig. 5: Memory consumption of textures 
3.3.6 Outlook 
Techniques for reloading texture parts with a better 
resolution when the user zooms into the 3D scene for 
analysing details will be a big improvement for the 
visualisation in the future. 
3.4 Summary 
The visualisation part of the paper described the creation of 
the terrain object and the corresponding texture. The 
presented techniques can be used for terrain visualisations in 
3D GIS example applications. 
4. INTEGRATION OF DEM IN EXAMPLE 
APPLICATIONS 
In the last part of the paper we return to our Baden- 
Württemberg example. We describe two use cases using the 
presented terrain visualisation techniques to include the DEM 
data of Baden-Württemberg in 3D GIS example applications. 
521 
4.1 DEM Viewer 
The goal of the DEMViewer is the visualisation of textured 
digital terrain models. The user hast the possibility to 
individually design the appearance of the texture. Depending 
on the user request the visualised region can be very small or 
large. Depending on the size of the region the appropriate 
DEM resolution (50m, 5m or 1m) in the database will be 
chosen. 
The user loads his region of interest into the 2D map of 
GISterm. The individually created 2D map is used as texture 
for the terrain object created by the DEMViewer. Calling the 
function “Create digital elevation model” in the 3D menu of 
GISterm starts the DEM Viewer. The DEM Viewer fetches the 
currently displayed bounding region of the 2D map and the 
texture image of the map. Afterwards it selects an appropriate 
DEM with the means of the Height-Service. The 
DEMViewer creates a virtual universe including a textured 
DEMLayer3D out of the selected data using the terrain 
visualisation techniques. Fig. 6 shows a virtual universe in 
GISterm created with the DEMViewer. 
  
  
   
   
  
PS SDMenü Hilfe 
(&eeceaeli-rmiin 
  
  
  
  
  
  
  
  
Mon S3347100,52024560. Maßstab 1: 100606” | 
Fig. 6 50m DEM in DEMViewer 
  
  
  
  
Now the user has the possibility to navigate inside the 3D 
scene and examine the loaded terrain object. The main view 
of the 3D-Service displays the object content seen from the 
current viewer position, which can be changed by navigation. 
The navigation handling of the 3D-Service is realized with 
the means of the mouse. The left mouse button leads to 
rotation of the viewer around the objects in the 3D scene 
(rotation), while the middle mouse button moves the viewer 
closer to or farther from the objects (zooming). Finally the 
right mouse button results in panning. The resulting. viewer 
positions from the navigation handling are displayed in the 
overview window, which displays the entire scene together 
with the viewer position represented by a camera. 
Due to the amount of computer memory the size of the 
loaded terrain part is limited. Usually the user is interested in 
neighbouring parts of the displayed terrain. Thus the user 
needs to reload new terrain parts, which were not displayed 
before. For this purpose the overview window has a button 
for interactive reloading of terrain parts. Clicking that button 
opens a submenu with arrow-buttons for all cardinal points. 
Choosing one of the arrow-buttons deletes the cürrent terrain 
part in the scene and loads the neighbouring part in the arrow 
direction. The newly displayed part is partly overlapping the 
former terrain part. 
 
	        
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.