Full text: Proceedings, XXth congress (Part 5)

2.5 Editing Features 
By using our software realistic geo-specific or generic VE can 
be generated easily. The user can populate the scene with 
thousands of trees, moving people, animals, buildings, bridges, 
vehicles etc. With few mouse clicks walls, fences or roads can 
be created. The user can browse any object from object library 
and place them in 3D environment. It is also possible to select 
any object/s in 3D environment and modify it. 
  
    
n ER 1, rs 
epibim it iTiTt 5 isi i& i 
Codie Tog Tonle e Fog oet Dens 
Petr rm FS 
I= oen Fog Ud iine 
hen : ; s 5 
Figure 7. Virtual Environment Editor 
3. CONCLUSION AND FUTURE WORK 
Our study can be evaluated from two different viewpoints: VE 
editor and the rendering performance. 
Rendering performance can be evaluated as satisfactory when 
we consider the frame rates achieved at scenes where thousands 
of static and dynamic entities included. When we consider the 
VR scene editor functionality easy interaction with 3D 
environment and objects may be the reason behind the rapid 
scene development capability. Ability to construct groups from 
single objects such as forest from a tree or crowd from a human 
helps to populate scenes in a short time. This feature 
additionally decreases frustum-culling computations. Rich 
content of the object library, skybox library or terrain surface 
texture library also meets most of the requirements for realistic 
scene generation. Data import ability from existing GIS systems 
is also another feature that contributes the editor functionality. 
Crowd simulation rather than animation is important future 
work. Autonomous agents that act like a real human should 
replace the virtual characters in our implementation. Common 
algorithms such as boids (Reynolds, 1987) that represent animal 
flock behaviors could also be used to model flocks in this study. 
Occlusion culling which is believed to contribute achieving 
better frame rates is another future work. Audio is 
complementary element of any VE. Although we implemented 
sound, it should be renewed to meet needs of VEs. 3D sound 
feature that works according to position of V-eye is considered 
to improve realism and the feeling of immersion. 
ACKNOWLEDGEMENT 
We would like to express our sincere thanks to Mevliit Ding 
who conducted rendering test on various PCs. 
International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Vol XXXV, Part BS. Istanbul 2004 
REFERENCES 
Anderson, E.F., 2001. Report on computer animation, “Real- 
Time Character Animation for Computer Games”. National 
Centre for Computer Animation, Bournemouth University. 
http://ncca.bournemouth.ac.uk/newhome/alumni/docs/Character 
Animation.pdf (accessed 11 March 2004) 
Chung, S., 2000. Interactively Responsive Animation of Human 
Walking in Virtual Environments. Ph.D. Thesis, George 
Washington University, USA. 
Duchaineau, M., Wolinsky, M., Sigeti, D.E, Miller, M.C,, 
Aldrich, C. and Mineev-Weinstein, M.B., 1997. ROAMing 
Terrain: Real-time Optimally Adapting Meshes, Proc. IEEE 
Visualization '97, pp. 81-88. 
Hearn, D. and Baker, M.P., 1997. Computer Graphics. Prentice 
Hall, New Jersey, USA, 2". Ed., pp. 595-596. 
Lindstrom, P., Koller, D., Ribarsky, W., Hodges, F.L. and 
Faust, N., 1996. Real-Time Continuous Level of Detail 
Rendering of Height Fields, Proc. ACM Siggraph96, pp. 109- 
118. 
Meeus, J., 1991. Astronomical Algorithms. Willmann-Bell, 
Richmond Va., USA. 
Nishita, T., Dobashi, Y., Kaneda, K., Yamashita, H., 1996. 
Display Method of the Sky Color Taking into Account Multiple 
Scattering. Proc. Pacific Graphics, pp. 117-132. 
O'Sullivan, C., Cassell, J,  Vilhjalmsson, H., Dobbyn, S., 
Peters, C., Leeson, W., Giang, T. and Dingliana, J., 2002. 
Crowd and Group Simulation with Levels of Detail for 
Geometry, Motion and Behaviour. Proc. Third Irish Workshop 
on Computer Graphics, pp 15-20. 
Perlin, K., 1984. ACM Siggraph 84 conference, course in 
Advanced Image Synthesis. 
Reynolds, C. W., 1987. Flocks, Herds, and Schools: A 
Distributed Behavioral Model. Proc. SIGGRAPH 787, volume 
21, pp. 25-34. 
Ulincy, B. and Thalmann D., 2001. Crowd simulation for 
interactive virtual environments and VR training systems, Proc. 
Eurographic workshop on Computer animation and simulation 
‘O1, pp. 163 — 170. 
Vince, J., 1995. Virtual Reality Systems. Addison-Wesley, 
Singapore, pp. 9-263. 
Yilmaz, E., Maras, H.H. and Yardimci, Y.C., 2004. PC-Based 
Generation of Real-Time Realistic Synthetic Scenes for Low 
Altitude Flights, Appear in the Proceedings of SPIE Vol. # 
5424, Orlando, USA. 
     
   
   
   
   
   
    
   
    
   
    
    
     
   
    
   
   
    
    
   
  
    
   
    
   
   
  
    
   
   
  
   
      
    
    
  
  
  
   
    
KE 
AB 
Ge 
trar 
ser 
WO! 
per 
inte 
cor 
fiel 
cer 
arti 
eng 
par 
Th 
int 
Sir 
det 
Cor 
WO 
rel: 
wh 
kir 
ale 
(su 
WO 
enm 
Co 
inc 
am 
19 
tre 
so! 
eff 
sp 
Sc 
PC 
ce 
av 
Or 
so
	        
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.