International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Vol XXXV, Part B5. Istanbul 2004
Figure 9. Example of tiled area
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Figure 10. Flight over Toulouse downtown
4. PERSPECTIVES
4.1 Performances
The system described here is designed to enrich the 2,5D
geometry of a traditional DEM with real 3D data.
However, we must take into account two significant
considerations:
e We wish to increase the geometrical representatitvity
(and thus the facet number) of the used 3D models,
e It is essential to guarantee a sufficient frame rate for
any virtual overflight.
To achieve these goals, we currently work on a priori
simplification methods to be applied to 3D objects.
4.0 Texturation of the 3D model with images
Currently, we texture the produced geometrical model with an
orthoimage, which means that we vertically project this image
on the 3D model: this leads to quasi-uniform walls, which is not
realistic (see Figure 10). Improving this process means
resolving two main problems:
e Data availability
e Exact extraction of building walls from images.
Data availability
Data availability is a requirement which is very difficult to
comply to: it is essential to have a high number of images taken
from different points of view to be able to actually see the walls,
roofs and streets. If we do not have enough images, the only
possible choice will be between facets with ill- or without
radiometric information.
Texture extraction
Supposing that we have enough images to texture all the
geometrical facets of the model, the next problem deals with the
radiometric facets extraction process. Apart from the choice to
be made between the various views of the same facet, it is
necessary to take into account all used image projections.
The essential pre-requisite for the wall treatment is the exact
knowledge of the geometric viewing model for each available
image. We develop techniques allowing to precisely adjust
these models with respect to the 3D model geometry: we take
into consideration methods based on automatic matching. Once
the viewing model is accurately adjusted, we use it to project
the 3D model in the image's geometry in order to generate a
virtual image of the database. This virtual image can be
perfectly superimposed over the considered image while making
sure of preserving the faceted structure of the initial model.
This couple, the projected model and the image, makes it
possible to obtain all available textures in the given image. This
process must be applied to all available images for the
considered scene.
Once the texture facets are extracted, we will apply the inverse
projection model to resample all texture facets. This process
allows to come back to the geometry of the scene and to define
classic texture coordinates of virtual reality conventions.
This process makes it possible to generate for each geometrical
facet as many texture facets as available images. The last step
will be to choose, for each geometrical facet, the correct texture
between these various possibilities.
4.3 Real 3D
Finally, once the virtual mock up is achieved (meaning modeled
and textured), we wish to use it not only for virtual overflights
but also to generate perspective views. Indeed. once the 3D
scenc is available, it will be possible to define a virtual camera
system that will be able to produce a virtual image. This image
will be virtual considering the used camera but real considering
the used data. Using a virtual system to generate these images
allows us to simulate any virtual camera.
We can even consider that the problem of re-sampling any high
resolution images affected by 3D effects can only be made this
way in a correct way: this virtual mock-up is an essential step.
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