Full text: XVIIIth Congress (Part B4)

  
ground surface, i.e. the buildings “sink” in the 
terrain. However, this approach shows several 
advantages: 
e The walls of the building remain rectangular which 
facilitates the texturing process. 
e Geometric objects remain easy objects for a 
manipulation. They can be removed 
e Since the building boxes are set out at the point 
with minimum height, the 
e correspondence between the surface and each 
building is ensured. There are not occlusions and 
holes occurred around the buildings. 
e Rectangularity of the buildings allows a 
parametric description of the buildings. 
e Detailed attribute information can be embedded 
to each of the separate objects (buildings, man- 
made objects, etc), which will allow queries about 
the model to be carried out. 
4.Test area and future work 
The ongoing work is based on two test areas from 
the central part of Enschede, The Netherlands and 
Graz, Austria.. The first data set is from relatively 
flat area and is used for investigation of 
triangulation and re-triangulation of the surface. The 
second data set is from that part of Graz which is 
dominated by the Schlossberg. This hill offers a 
very rough surface and numerous buildings, 
pathways, retaining walls and various other objects. 
This data are utilized for texturing and for studying 
the way of merging the surface features and terrain 
mesh. 
Various questions have to be answered in the future 
work. The construction of the 3D model still involves 
a lot of manual work. The most important directions 
for further explorations and developments are: 
1. An algorithm for automatic modelling of the 
slopes of the surface objects should be 
developed. All the slopes along passways and 
patches are created manually in the examples 
presented in this paper. 
2. Algorithms for automatic creation of different 
levels of detail for fast visualization have to be 
created. 
The concept of LOD comprises both aspects of 3D 
visualization, i.e. geometry and photo texture. The 
geometry in urban areas consists of objects which 
are described by set of triangles (surface), 
quadrangles (walls of the buildings, etc) and multi- 
edges polygons (balconies, ornaments, etc).There 
are algorithms developed already for LOD for a 
surface presented by grid structure (cf. [5]), 
however, still there is no worked out concept for 
geometric objects (buildings) and surface features 
(passways, etc) laying on the ground. The 
complexity of the 3D data elements yields the 
following questions: 
- How many levels of detail are reasonably to 
314 
create? The expectations are four LODs for the 
building, 3 for the surface and three LODs for the 
photo texture. 
- What kind of data structure should be used for 
storing the different LOD? The research work in this 
area gives some possible solution like quadtree (cf. 
[5]), BSP (cf. [9]) or R-tree (cf. [10]). In any case 
the tree-structure is considered to be the most 
suitable data structure for visualization. 
- What kind of thresholds should be used for 
choosing the necessary LOD during the process of 
visualization? Since the thresholds for switching the 
LOD might be different for geometry and texture, a 
correspondence amongst the LOD must be 
established. The distance from the viewer is a 
compulsory threshold for both geometry and 
texture. Another threshold could be the current 
camera position and roughness of the relief. 
- How to automate the process of creating different 
LODs? The construction of different LOD seems to 
be a part of the work which will involve a lot of time 
and efforts. Special investigations should be carried 
out to determine the necessary techniques. The 
basic questions is what criterions should be chosen 
for feature generalizations. 
References 
1. Gruber M, S. Meissl, R. Bohm, Das 
Dreidimensionale Stadmodell Wien, Erfahrugen 
aus einer Vorstudie, VGI, 1+2/95, Wien 1995 
2. Gruber M., M. Pasko, F. Leberl, Geometric 
versus texture detail in 3D Models of Real World 
Buildings, in Automatic Extraction of Manmade 
Objects from Aerial and Space Images, Monte 
Verita, Birkhauser Verlag, Basel 1995 
3. Heler M., Triangulation algorithms for adaptive 
terrain modelling, proceedings of the 4th 
International Symposium on Spatial Data 
Handling, Zurich, Switzerland, 1990 , pp. 163-174 
4. Leberl F., M Gruber, P. Uray, F. Madritsch, 
Trade-offs in the Reconstruction and Rendering 
of 3-D objects, Mustererkennung'94, Wien 1994 
5. Lindstrom P., D. Koller, L. Hodges, W. 
Ribarsky, N Faust, G. Turner, Level of Detail 
Management for Real-Time Rendering of Photo 
Textured Terrain, Technical report 95-14, Georgia 
Institute of Technology, 1995 
6. Lindstrom P., D. Koller, W. Ribarsky, L. 
Hodges, Real-Time, Continuous Level of Detail 
Rendering of Height Fields, Technical report 96, 
Georgia Institute of Technology, 1996 
7. Meister M., H. Dan, Processing of Geographic 
Data for CAAD-supported Analysis and Design 
of Urban Areas, IGP- Swiss Federal Institute of 
Technology, CH-8093 Zurich, Switzerland 
International Archives of Photogrammetry and Remote Sensing. Vol. XXXI, Part B4. Vienna 1996 
  
N 
f 
2 
8. ( 
C 
L 
9. C 
S 
C 
A 
10. F 
F 
14. R 
C 
E 
12.5 
C 
g 
13. 7
	        
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.