CMRT09: Object Extraction for 3D City Models, Road Databases and Traffic Monitoring - Concepts, Algorithms, and Evaluation
4. 3D SCENES RENDERING
For a given location, the server gets the surrounding DEM,
models data and other additional information from web map
data server. In our approach, only those tiles which lie in
frustum view region will be loaded, and search those tiles are
by grid index (see figure 4a). If viewpoint moves over an
adjacent tile the algorithm will tend to maintain a square of tiles
centered on this new tile (which will be load in client memory
new and becomes the current tiles). At the same time, the
algorithm will remove some far tiles which are not within the
field-of-view in order to free memory for the fetching of new
tiles (see figure 4b). As figure 3a indicated, most of the memory
of mobile device was consumed at the step. Note that the
algorithm implicitly handles the case where viewpoint jumps to
a new tile that is not adjacent to the current one. The quad-tree
representation of tile data enables very fast view frustum
culling.
Figure4. Tiles management and adaptive loading
a) . A square area centered on the viewpoint.
b) .Square area preservation on viewpoint move
In order to enhance rendering efficiency, numerous methods for
mesh simplification have been developed on the last decade. In
this paper, the simplifying approach is based on the terrain
height field and terrains are represented in various resolution
meshes. Firstly, the full terrain height-field is divided into
regular tiles, and then the appropriate level of detail is
computed and generated dynamically, allowing for smooth
changes of resolution across area of the surface (see figure 5),
those even areas are represented in low resolution meshes and
the uneven areas are represented in high resolution meshes.
Fig5. Simplified mesh based on terrain height fields
5. CLIENT-SERVER ARCHITECTURE FOR 3D
NAVIGATION
There are stand alone 3D applications which can now run on
mobile devices. However, for the limited capabilities of the
mobile devices and aiming to provide the users a panorama
scene that fits with the real surroundings navigation, our
approach is implemented based on client-server architecture
(see figure 6).
Figure6. Client-server architecture of 3D mobile navigation
system
The server system provides a web service interface to the
virtual environment, and it is responsible for handling requests
sent from the clients. The 3D models’ datasets are hosted on a
web map data server, and the server interprets and controls
navigation commands, then sends the requests to a web 3D
rendering server to generate a virtual panorama by rendering
the DEM and a web navigation server generates 3D scenes
using the panorama images and some other nodes
corresponding to meta information. The rendering component
encodes the frames into video stream as 3D scene files. The
clients can communicate with the server by exchanging SOAP
messages and the 3D scene files are finally sent to a mobile
client to show.
A mobile device as a thin client system need not contain any
application of navigation software, it only needs capabilities for
receiving and playing the multimedia, capturing the user
requests, sending and receiving SOAP message.
6. EXPERMENT AND CONCLUSIONS
Due to the complexity of the real world scenario and the vast
computational power required to achieve a usable performance,
navigation in 3D environment is still a tough task. In our
experiment, we handle complex 3D scene models by culling
areas outside of the field of view, and by using multi-resolution
models to reduce the data.
6.1 Experiment and results
This paper proposed an efficient framework for resource
management and texture handing regarding online and offline
procession. The Pc server’s primary configurations are shown
in table 1, and the client platform we selected was a WindowCE
device as for its multimedia capability and easy of
programming with Embedded C++.
CPU
Pentium(R) 5, 2. 66GHz
GPU
ATI MOBILTY RANEON, 7500
Memory
1.00GB
Storage
250GB
Operating System
WinXp, Professional, SP2
Table 1. Configurations of Pc Server
In the experiment to test the efficiency of network transmission,
we found the major bottleneck is the massive 3D models’