Full text: Proceedings, XXth congress (Part 5)

  
   
  
  
  
  
  
  
   
   
  
  
   
  
  
   
  
   
     
  
  
  
   
  
   
  
    
    
    
    
  
  
  
  
  
  
  
   
   
  
   
  
   
   
  
   
  
   
  
   
   
   
   
  
  
  
   
  
  
  
     
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PHOTO-REALISTIC SCENE GENERATION FOR PC-BASED REAL-TIME 
OUTDOOR VIRTUAL REALITY APPLICATIONS 
E. Yilmaz^ , H.H. Maras?, Y.C. Yardimci * 
* GCM, General Command of Mapping, 06100 Cebeci, Ankara, Turkey - (eyilmaz, hmaras)@hgk.mil.tr 
? Informatics Institute, Middle East Technical University, 06531 inónü Bulvari, Ankara, Turkey - 
yardimy@ii.metu.edu.tr 
KEY WORDS: Outdoor Virtual Environment, Synthetic Scene, Crowd Animation 
ABSTRACT: 
In this study we developed a 3D Virtual Reality application to render real-time photo-realistic outdoor scenes by using present-day 
mid-class PCs. High quality textures are used for photo-realism. Crowds in the virtual environment are successfully animated. 
Ability of handling thousands of simultaneously moving objects is an interesting feature since that amount of dynamic objects is not 
common in similar applications. Realistic rendering of the Sun and the Moon, visualization of time of day and atmospheric effects 
are other features of the study. Text to speech is used to inform user while experiencing the visual sensation of moving in the virtual 
scene. Integration with GIS helped rapid and realistic creation of virtual environments. The overall rendering performance is deemed 
satisfactory when we consider the achieved interactive frame rates. 
1. INTRODUCTION 
Virtual Environments (VE) where we can pay a visit are no 
longer far away from us. Developments in rendering 
capabilities of graphics hardware and decrease in the prices can 
easily turn an average PC that we use in our daily life into a 
cyberspace. PC-based VR applications are used in many fields 
such as computer games, simulators, entertainment, education, 
medical applications or real-estate presentations. Higher realism 
level of the rendered scenes effects the users positively. Rough 
terrain models, thousands of trees, moving human beings, 
animals, vehicles, and buildings are some of the common 
elements of typical outdoor scenes. The scene needs to be 
refreshed as the user moves or any element of the virtual world 
changes position. These renderings must be performed timely 
so that the user is not annoyed. In a previous paper we 
addressed scene generation for low altitude flights (Yilmaz et 
al, 2004) Here we developed a cost-effective real-time VR 
application that is capable of rendering realistic crowded 
outdoor scenes from the eyes of first-person. Competition in the 
video game industry lead to development of algorithms that can 
be used to render faster and better VEs. Most of the algorithms 
or rendering techniques that we used in this study originated 
from entertainment industry. 
1.1 Outdoor Virtual Reality 
We focused on outdoor VR to be potentially used as a military 
application such as visualization of battlefield in which we plan 
to conduct further study. Outdoor VR has many challenging 
issues that take place between real-time and realism boundaries. 
A typical outdoor scene contains terrain, vegetation, culture, 
sky, clouds, people, animals etc. The total polygonal cost of 
these items is often beyond the rendering capabilities of many 
graphics cards. 
  
Corresponding author. 
1.2 Type of Virtual Reality Systems 
We can categorize VR systems into two main groups: non- 
immersive and immersive. Non-immersive systems let the user 
observe virtual world through conventional display devices. 
Such systems are also called as desktop virtual reality. 
Immersive systems totally replace real world scenes with virtual 
ones. Head Mounted Display (HMD) is a typical immersive 
system tool. In this study we tested desktop virtual reality 
system but our study is ready to be use with immersive system 
tools. 
1.3 Real-Time Image Generation 
One of the primary requirements of VR application is the ability 
to update images at high speed. Ideally, this should be no 
slower than conventional video frame refresh rates, which are 
25 Hz for PAL and 30 Hz for NTSC. Human eye is able to 
integrate a rapid succession of discrete images into a visual 
continuum that takes effect at the Critical Fusion Frequency 
(CFF), which can be as low as 20 Hz. Image size and brightness 
are two important factors that determine CFF (Vince, 1995). 
Commercial Image Generators used for flight simulators 
provide 60 Hz for daylight and 30 Hz for night scenes. In our 
application considering the capabilities of our target 
configuration and the complexity of the scenes we accepted 25 
Hz and upper frame rates as real-time. Frame rates over 10 are 
considered as interactive. Frame rate is also strongly related 
with the type of VR system. While lower frame rates annoy the 
user in a non-immersive system it may cause motion sickness in 
an immersive system. 
1.4 Object Database 
Real-time VR applications mostly provide an object database 
that contains 3D models, 2D textures etc. to help creation of life 
like scenes. This database mostly covers different versions of 
the same model at different level of details (LOD). Low
	        
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