• Title/Summary/Keyword: Generation of city map

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Study and Practice on New Generation Digital-City Oriented 3D Digital Map

  • He, Xiaozhao;Li, Qi;Cheng, Jicheng
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.914-916
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    • 2003
  • Most current 3D digital maps are 2.5 dimension models based on DEM, which can only be recognized, browsed and operated by a special software, far from meeting the needs of a modern digital city (global) with the distributed, isomerous and multiple application on the real 3D representation and open sharing models. In this paper, a new generation digital city oriented 3D digital map is studied. Firstly, a real 3D digital map representation is presented. And then, some key techniques and methods for browser-based 3D digital map’s representation, display and operation are introduced, which can realized the open sharing of 3D map in distributed, isomerous and multiple application environment. Furthermore, the scale driving technique of proposed 3D digital map is also studied. And currently, some developments based on some of the above methods are being carried to provide key and general platform for other application software’s development.

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Real-Time Generation of City Map for Games in Unity with View-dependent Refinement and Pattern Synthesis Algorithm

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.51-56
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    • 2019
  • In this paper, we propose an algorithm that can quickly generate and synthesize city maps in racing games. Racing games are characterized by moving a wide map rather than a fixed map, but designing and developing a wide map requires a lot of production time. This problem can be mitigated by creating a large map in the preprocessing step, but a fixed map makes the game tedious. It is also inefficient to process all the various maps in the preprocessing step. In order to solve this problem, we propose a technique to create a terrain pattern in the preprocessing process, to generate a map in real time, and to synthesize various maps randomly. In addition, we reduced unnecessary rendering computations by integrating view-dependent techniques into the proposed framework. This study was developed in Unity3D and can be used for various contents as well as racing game.

Generation of a City Spatial Model using a Digital Map and Draft Maps for a 3D Noise Map (3차원 소음지도제작을 위한 도화원도와 수치지도를 이용한 도시공간모델 생성)

  • Oh, So-Jung;Lee, Im-Pyeong;Kim, Seong-Joon;Choi, Kyoung-Ah
    • Korean Journal of Remote Sensing
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    • v.24 no.2
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    • pp.179-188
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    • 2008
  • This study aims for generating a city spatial model required for the creation of a 3D noise map. In this study, we propose an efficient method to generate 3D models of the terrain and buildings using only a digital map and draft maps previously established without using any sensory data. The terrain model is generated by interpolating into a grid the elevation values derived from both the contour lines and the elevation point of the digital map. Building model is generated by combining the 2D building boundaries and the building elevations extracted from the digital map and the draft map, respectively. This method has been then applied to a digital map and three sets of draft maps created in the different times. covering the entire area of Yeongdeungpo-gu. The generated city spatial model has been successfully utilized for the noise analysis and the 3D visualization of the analysis results.

Terrain Pattern Synthesis Method for Quick City Map Generation in Racing Game (레이싱 게임에서 빠른 도시 맵 생성을 위한 지형 패턴 합성 기법)

  • Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.379-380
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    • 2018
  • 본 논문에서는 레이싱 게임에서 도시 맵을 빠르게 생성 및 합성할 수 있는 알고리즘을 제안한다. 레이싱 분류의 게임은 고정된 영역이 아닌 넓은 영역을 이동하는 특징이 있지만 이를 위한 맵을 디자인하고 개발하는 것은 많은 시간을 요구한다. 이 문제는 큰 지형 맵을 전처리 과정에서 생성함으로써 완화 시킬 수 있지만 고정적인 맵은 게임을 지루하게 만들며 그렇다고 다양한 맵을 모두 전처리 과정에서 처리하는 것은 비효율적이다. 이 같은 문제를 해결하기 위해 우리는 전처리 과정에서 지형 패턴을 만들어 실시간에 맵을 생성하고 다양한 맵을 랜덤하게 합성 할 수 있는 기법을 제안한다. 또한, View-dependent기법을 제안하는 프레임워크를 통합시켜 불필요한 렌더링 계산을 줄임으로써 효율성을 증대시킨다. 본 연구는 Unity 게임 엔진에서 개발했으며 레이싱 게임뿐만 아니라 다양한 콘텐츠에서 활용할 수 있다.

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3D Spatial Image City Models Generation and Applications for Ubiquitous-City (u-city를 위한 3차원 공간 영상 도시 모델 생성 및 적용 방안)

  • Yeon, Sang-Ho;Lee, Young-Dae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.1
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    • pp.47-52
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    • 2008
  • The visual implementation of 3-dimensional national environment is focused by the requirement and importance in the fields such as, urban planing, telecommunication facility deployment plan, railway construction, construction engineering, spatial city development, safety and disaster prevention engineering. The currently used DEM system based on the 2-D digital maps and contour lines has limitation in implementation in reproducing the 3-D spatial city. Currently, the LiDAR data which combines the laser and GPS skill has been introduced to obtain high resolution accuracy in the altitude measurement in the advanced country. In this paper, we first introduce the LiDAR based researches in advanced foreign countries, then we propose the data generation scheme and an solution algorithm for the optimal management of our 3-D spatial u-City construction. For this purpose, LiDAR based height data transformed to DEM, and the realtime unification of the vector via digital image mapping and raster via exactness evaluation is transformed to make it possible to trace the model of generated 3-dimensional model with long distance for 3D u-city model generation.

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Wind Mapping of Singapore Using WindSim (WindSim을 이용한 싱가폴 바람지도 작성)

  • Kim, Hyun-Goo;Lee, Jia-Hua
    • Journal of Environmental Science International
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    • v.20 no.7
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    • pp.839-843
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    • 2011
  • We have established a wind map of Singapore, a city-state characterized its land cover by urban buildings to confirm a possibility of wind farm development. As a simple but useful approximation of urban canopy, a zero-plane displacement concept was employed. The territory is divided into 15 sectors having similar urban building layouts, and zero-plane displacement, equivalent roughness height at each sector was calculated to setup a terrain boundary condition. Annual mean wind speed and mean wind power density map were drawn by a CFD micrositing model, WindSim where Changi International Airport wind data was used as an in-situ measurement. Unfortunately, predicted wind power density does not exceed 80 $W/m^2$ at 50 m above ground level which would not sufficient for wind power generation. However, the established Singapore wind map is expected to be applied for wind environment assessment and urban planning purpose.

A Study on the Development and Application of 3Dimensional Spatial Information of Virtual City Using Digital Photogrammetry (수치사진측량 기술을 이용한 3차원 가상도시공간정보 구축 밑 활용에 관한 연구)

  • Kim, Sang-Bong;Cho, Woo-Jin
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2007.04a
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    • pp.421-425
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    • 2007
  • The application of 3 dimensional virtual reality continuously pursues 3 dimensional system implementation in geographical information system, and is applied and studied in various fields like visualization, simulation, and 3 dimensional analysis. Orthoimage produced to construct basic data of virtual city is evaluated in accuracy, to fall in allowable error of the specification of image map generation. In this paper, 3 dimensional virtual city is constructed and evaluated around Bucheon University using 3 dimensional virtual reality technique and digital photogrammetry. Consequently, the constructed 3 dimensional virtual city around Bucheon University can visualize 3 dimensional reality, to help making decision. It can be substituted for existed 2 dimensional GIS in public and private sectors, and be helpful to decision makers.

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A Study on the Construction of a Drone Safety Flight Map and The Flight Path Search Algorithm (드론 안전비행맵 구축 및 비행경로 탐색 알고리즘 연구)

  • Hong, Ki Ho;Won, Jin Hee;Park, Sang Hyun
    • Journal of Korea Multimedia Society
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    • v.24 no.11
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    • pp.1538-1551
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    • 2021
  • The current drone flight plan creation creates a flight path point of two-dimensional coordinates on the map and sets an arbitrary altitude value considering the altitude of the terrain and the possible flight altitude. If the created flight path is a simple terrain such as a mountain or field, or if the user is familiar with the terrain, setting the flight altitude will not be difficult. However, for drone flight in a city where buildings are dense, a safer and more precise flight path generation method is needed. In this study, using high-precision spatial information, we construct a drone safety flight map with a 3D grid map structure and propose a flight path search algorithm based on it. The safety of the flight path is checked through the virtual drone flight simulation extracted by searching for the flight path based on the 3D grid map created by setting weights on the properties of obstacles and terrain such as buildings.

A new Clustering Algorithm for GPS Trajectories with Maximum Overlap Interval (최대 중첩구간을 이용한 새로운 GPS 궤적 클러스터링)

  • Kim, Taeyong;Park, Bokuk;Park, Jinkwan;Cho, Hwan-Gue
    • KIISE Transactions on Computing Practices
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    • v.22 no.9
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    • pp.419-425
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    • 2016
  • In navigator systems, keeping map data up-to-date is an important task. Manual update involves a substantial cost and it is difficult to achieve immediate reflection of changes with manual updates. In this paper, we present a method for trajectory-center extraction, which is essential for automatic road map generation with GPS data. Though clustered trajectories are necessary to extract the center road, real trajectories are not clustered. To address this problem, this paper proposes a new method using the maximum overlapping interval and trajectory clustering. Finally, we apply the Virtual Running method to extract the center road from the clustered trajectories. We conducted experiments on real massive taxi GPS data sets collected throughout Gang-Nam-Gu, Sung-Nam city and all parts of Seoul city. Experimental results showed that our method is stable and efficient for extracting the center trajectory of real roads.

A Study on the Technique Develop for Perspective Image Generation and 3 Dimension Simulation in Jecheon (제천시 영상 조감도 생성 및 3차원 시뮬레이션 기술개발에 관한 연구)

  • 연상호;홍일화
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.21 no.1
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    • pp.45-51
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    • 2003
  • Stereo bird's-eyes-view was prepared for 3-dimensional view of various forms of Jecheon city, and 3-dimensional simulation was applied to it so as to show it in moving pictures in spatial. In manufacturing stereo bird's-eyes-view, perspective technology was used in image-making technology, and the basic material images are prepared as fellows: used EOC Images from Arirang-1 satellite, created DEM whose error was optionally geometric corrected after drawn from the contour line of the map on a scale of l/5,000 manufactured by national geography institute as a national standard map, and classified road lines which were manufactured as a road layer vector file of a map on a scale of l/l,000 and then overlay it over the three dimensional image of target area. Especially for the connectivity with address system to be used in new address, an arterial road map on a scale of l/l,000 that had been manufactured to grant new address was used in maximum in road network structure data of city area in this study.