ISPRS, Vol.34, Part 2W2, “Dynamic and Multi-Dimensional GIS”, Bangkok, May 23-25, 2001
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A pre-interpreted model matched a object with almost different
heights;
A pre-interpreted model can not match the object on the given
range image;
An object on the given range image can not match the pre
interpreted object on the map.
Figure7 Matching between models and range image objects
Figure8 Object reconstruction by using the laser range
In the first case, the matching result means that the object is a
prismatic object and we can simply estimate the object height
by using the average or the maximum height value within the
matching region. In the second case, the match result means
the object may be with the complicated structures. If we know
some detail object features from vector maps, we can estimate
these parameters by using the height values within the
matching region. The last two cases of matching results mean
that the object changes have been detected, in which the first
case means that the old object has been deleted and the last
case means that a new object has been created. For solving
the change detected problems in our system now is based on
semi-automated editing, i.e. the computer automated searching
the changed places and operators modify these change places
with manual editing. Figure 7 shows a basic matching
procedure between map models and range image objects.
If not only airborne laser range images but also ground laser
range image in the different view points are available, above
presented methods can be extended for reconstruction of high
accurate 3D spatial objects with their detail features. The basic
idea is to extract different DSMs from the different view points
(as Figure 8). After that we can integrate these DSMs to
generating whole 3D spatial objects by using the data fusion
methods. In this case, the information got from 2D vector maps
also can partially serve as a useful data source for estimating
the vertical surfaces. Surface interpolation algorithms also
should be extended for generating invisible object parts.
3.4 3D visual Modeling
There are several areas in urban system whose design and
management can be considerably improved with the help of 2D
or 3D visual modeling. Among these needs are traditional
mapping, infrastructure design, urban planning and
environment. Since there is not a clearly defined terminology
for various types of 3D city models, we may simply call a 3D
city model as a special computer representation of all fixed 3D
spatial objects (buildings, vegetation, traffic- and waterways)
within a urban area.
For different purposes and applications, such as GIS related
3D spatial management and analyzing, simulation and
visualization of urban planning, and building design and
construction, there are several kinds of 3D city models existed
now. In these models the 3D spatial objects in urban areas are
described as the different detail of their structures. Ranzinger
and Gleixner have summarized four kinds of 3D city models
mainly for simulation and visualization (Ranzinger and
Gleixner, 1996.) The 3D spatial objects are called the prismatic
model, in which the building is represented whither as a cubic
box with the fixed parameters or as an object with the plain
polygon adding the same height. The 3D spatial objects are
called the parametric model, in which the building is
represented with its roof structures. Other two kinds of 3D
spatial objects show the complicated 3D object and with added
surface 2D or 3D image textures.
Our target is to generation of complicated 3D object and with
added surface 2D image textures from air photos. By using
Softlmage|3D system, we need generate the 3D spatial objects
based on extracted spatial lines and surfaces. Here, the
following kinds of 3D objects have been used for 3D city
modeling in our system:
• Polygon Mesh object: using for modeling grid DTM or
surfaces
• NURBS curves: using for modeling line objects
• Patch and NURBS surface: using for modeling
smoothing un-form surface objects
• 3D TIN objects: using for modeling un-form surface
objects
• Boolean object: using for modeling and generating
complicated objects
3.5 Generation of Virtual Reality Environments
One of main task for generation of Virtual Reality environment
is to put the real image textures on generated 3D spatial
objects.
In order to use image as a texture of surface, objects will be
taken as photographs in several parts and after that will be
merged on surfaces (Dorffner, L.; Forked, G., 1998). However,
the photographs, 2D texture-map, represented the objects
might be mathematically transformed to the orthophoto,
differential rectification, because the projection of photographs
represent in central projection (Zhizhuo, 1990). At the other
points within the segment, there still exist distortions due to
relief displacements, and in the case of the indirect projection
mode, distortions due to tilt displacements also exist. If we
leave these displacements uncorrected, they will give rise to
errors and hence effect the quality of the orthophoto (Gruen,
1999).
To generate computer models that are visually realistic, texture
is applied to the reconstructed surfaces to make the models
appear rich and complex. This be achieved by texturing the 3D
triangulated surfaces from the laser scan with the appearance
camera. Segments of 3D scene structure may appear in