• 제목/요약/키워드: Realistic terrain

검색결과 58건 처리시간 0.037초

Generation of Realistic Terrain Based on LOD Simplification and Fractal

  • Min, Hu;Zhen, Wang
    • International Journal of CAD/CAM
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    • 제8권1호
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    • pp.37-40
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    • 2009
  • Based on the study of Digital Elevation Simplification Model and fractal theory, this paper put forward a new method to simulate complex terrain. That use simplified DEM data to construct terrain frame based on the quad tree at first, and then use fractal to generate the details of every node of the tree. In the process of construction, the LOD theory is used to simplify the terrain and get its typical data. According to the change of view position and direction, the paper gives a new way to judge the visibility of the surface patch. Experimental results show that this algorithm is simple, efficient and supports the real time dynamic simulation of terrain model.

공간정보 기반의 무인비행체 시뮬레이터 지형 구축에 관한 연구 (A Study on Terrain Construction of Unmanned Aerial Vehicle Simulator Based on Spatial Information)

  • 박상현;홍기호;원진희;허용석
    • 한국멀티미디어학회논문지
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    • 제22권9호
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    • pp.1122-1131
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    • 2019
  • This paper covers research on terrain construction for unmanned aerial vehicle simulators using spatial information that was distributed by public institutions. Aerial photography, DEM, vector maps and 3D model data were used in order to create a realistic terrain simulator. A data converting method was suggested while researching, so it was generated to automatically arrange and build city models (vWorld provided) and classification methods so that realistic images could be generated by 3D objects. For example: rivers, forests, roads, fields and so on, were arranged by aerial photographs, vector map (land cover map) and terrain construction based on the tile map used by DEM. In order to verify the terrain data of unmanned aircraft simulators produced by the proposed method, the location accuracy was verified by mounting onto Unreal Engine and checked location accuracy.

Development of 3D Terrain Visualization for Navigation Simulation using a Unity 3D Development Tool

  • Shin, Il-Sik;Beirami, Mohammadamin;Cho, Seok-Je;Yu, Yung-Ho
    • Journal of Advanced Marine Engineering and Technology
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    • 제39권5호
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    • pp.570-576
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    • 2015
  • 3D visualization of navigation simulation is to visualize the environment conditions (e.g. nearby ships, dynamic characteristics, environment, terrain, etc) for any users on ships at sea. Realistic 3D visualization enables the users to be immersed to it and guarantees the reliability of the simulation. In particular, terrain visualization contains many virtual objects, so it is time and cost-intensive for object modelling. This paper proposes a 3D terrain visualization method that can be realized in a short time and with low cost by using the Unity 3D development tool. The 3D terrain visualization system requires bathymetric and elevation terrains, and Aids to Navigations (AtoNs) to be realized. It also needs to include 3D visualization objects including bridges, buildings and port facilities for more accurate simulation. Bathymetric and AtoN elements are acquired from ENC, and the elevation element is acquired from SRTM v4.1 digital elevation chart database developed by NASA. Then, the bathymetric and elevation terrains are generated, and the satellite images are superposed by using this terrain information. The longitudinal and latitudinal information of the AtoNs are converted to the 3-axis information to position the AtoN locations. The 3D objects such as bridges, buildings and port facilities are generated and the terrain visualization is completed. The proposed method realizes more realistic 3D terrain visualization of Busan Port.

역진자 모델-저차원 모션 캡처 데이터를 이용한 보행 모션 제어기 (Interactive Locomotion Controller using Inverted Pendulum Model with Low-Dimensional Data)

  • 한구현;김영범;박병하;정광모;한정현
    • 한국멀티미디어학회논문지
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    • 제19권8호
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    • pp.1587-1596
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    • 2016
  • This paper presents an interactive locomotion controller using motion capture data and inverted pendulum model. Most of the data-driven character controller using motion capture data have two kinds of limitation. First, it needs many example motion capture data to generate realistic motion. Second, it is difficult to make natural-looking motion when characters navigate dynamic terrain. In this paper, we present a technique that uses dimension reduction technique to motion capture data together with the Gaussian process dynamical model (GPDM), and interpolates the low-dimensional data to make final motion. With the low-dimensional data, we can make realistic walking motion with few example motion capture data. In addition, we apply the inverted pendulum model (IPM) to calculate the root trajectory considering the real-time user input upon the dynamic terrain. Our method can be used in game, virtual training, and many real-time applications.

Study on the micro-scale simulation of wind field over complex terrain by RAMS/FLUENT modeling system

  • Li, Lei;Zhang, Li-Jie;Zhang, Ning;Hu, Fei;Jiang, Yin;Xuan, Chun-Yi;Jiang, Wei-Mei
    • Wind and Structures
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    • 제13권6호
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    • pp.519-528
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    • 2010
  • A meteorological model, RAMS, and a commercial computational fluid dynamics (CFD) model, FLUENT are combined as a one-way off-line nested modeling system, namely, RAMS/FLUENT system. The system is experimentally applied in the wind simulation over a complex terrain, with which numerical simulations of wind field over Foyeding weather station located in the northwest mountainous area of Beijing metropolis are performed. The results show that the method of combining a meteorological model and a CFD model as a modeling system is reasonable. In RAMS/FLUENT system, more realistic boundary conditions are provided for FLUENT rather than idealized vertical wind profiles, and the finite volume method (FVM) of FLUENT ensures the capability of the modeling system on describing complex terrain in the simulation. Thus, RAMS/FLUENT can provide fine-scale realistic wind data over complex terrains.

3차원 게임에서의 손쉬운 지형 모델 구현 방법 (Development of a terrain model in 3D Game)

  • 박석희;이희범;김수균;임광혁;안성옥
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2013년도 추계학술대회
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    • pp.533-534
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    • 2013
  • 컴퓨터 게임에서 눈 덥힌 산이나 계곡 등을 표현하기 위해 지형 모델을 사용하며, 이러한 지형모델은 게임 속에서 캐릭터가 생활하는 공간으로 게임에서 없어서는 안 될 중요한 요소이다. 지형모델의 사실적인 묘사는 게임의 몰입도를 좌우하기 때문에, 현재는 많은 지형 모델 툴을 통하여 만들고 있다. 본 논문에서는 지형 모델을 툴을 이용하지 않고, 3D MAX를 이용하여 누구나 쉽게 제작할 수 있는 방법에 대해 설명한다. 3D MAX는 그래픽 디자이너들에게 많이 쓰이고 있으며, 3D 그래픽 소프트웨어로 유지보수가 쉽다는 장점이 있다. 본 논문에서는 3D MAX를 이용하여 지형 모델을 만들고, 이를 DirectX 환경에서 사용하는 방법에 대해 설명한다.

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자기 일치성을 이용한 다중 영상 스테레오 기법 (Multi-Image Stereo Technique Using Self-Consistency)

  • 김민석;우동민
    • 대한전기학회논문지:시스템및제어부문D
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    • 제50권5호
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    • pp.226-232
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    • 2001
  • The ability to efficiently and robustly recover accurate 3D terrain models from sets of stereoscopic images is important to many civilian and military applications. To develop an effective and practical terrain modeling system, we propose a new multi-image stereo method which detect unreliable elevations in DEM(Digital Elevation Map), and fuse several DEMs from multiple sources into an accurate and reliable results. This paper focuses on two key factors for generating robust 3D terrain models: the ability to detect unreliable elevation estimates and the ability to fuse the reliable elevations into a single optimal terrain model. We apply the self-consistency methodology to reconstruct accurate DEM from multi-image and show the method is more effective than the conventional stereo image 3D reconstruction method. Using photo-realistic simulator, four synthetic image are generated from ground truth DEM and orthoimage to evaluate the accuracy of the proposed method quantitatively.

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An Efficient Algorithm for Real-Time 3D Terrain Walkthrough

  • Hesse, Michael;Gavrilova, Marina L.
    • International Journal of CAD/CAM
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    • 제3권1_2호
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    • pp.111-117
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    • 2003
  • The paper presents an efficient algorithm based on ROAM for visualization of large scale terrain models in real-time. The quality and smoothness of the terrain data visualization within a 3D interactive environment is preserved, while the complexity of the algorithm is kept on a reasonable level. The main contribution of the paper is an introduction of a number of efficient techniques such as implicit coordinates method within the patch array representing ROAM and the viewpoint dependent triangle rendering method for dynamic level of detail (LOD) updates. In addition, the paper presents experimental comparison of a variety of culling techniques, including a newly introduced method: relational position culling. These techniques are incorporated in the visualization software, which allows to achieve more realistic terrain representation and the real-time level of detail reduction.

복잡한 해안지역에서 상세한 지헝고도 자료이용에 따른 대기 유동장의 영향에 관한 수치모의 (Numerical Simulation of Effect on Atmospheric Flow Field Using High Resolution Terrain Height Data in Complex Coastal Regions)

  • 이화운;원혜영;최현정;이강열
    • 한국대기환경학회지
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    • 제21권2호
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    • pp.179-189
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    • 2005
  • Recently air quality modeling studies for industrial complex and large cities located in the coastal regions have been carried out. Especially, the representation of atmospheric flow fields within a model domain is very important, because an adequate air quality simulation requires an accurate portrayal of the realistic three -dimensional wind fields. Therefore this study investigated effect of using high resolution terrain height data in numerical simulation. So the experiments were designed according to the detail terrain height with 3second resolution or not. Case 30s was the experiment using the terrain height data of USGS and Case 3s was the other using the detail terrain height data of Ministry of Environment. The results of experimental were more remarkable. In Case 3s, temperature indicated similar tendency comparing to observational data predicting maximum temperature during the daytime and wind speed made weakly for difference of terrain height.

다중센서데이터를 이용한 캠퍼스 3차원 모델의 구축 (Generation of 3D Campus Models using Multi-Sensor Data)

  • 최경아;강문권;신효성;이임평
    • 한국측량학회:학술대회논문집
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    • 한국측량학회 2006년도 춘계학술발표회 논문집
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    • pp.205-210
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    • 2006
  • With the development of recent technology such as telematics, LBS, and ubiquitous, the applications of 3D GIS are rapidly increased. As 3D GIS is mainly based on urban models consisting of the realistic digital models of the objects existing in an urban area, demands for urban models and its continuous update is expected to be drastically increased. The purpose of this study is thus to propose more efficient and precise methods to construct urban models with its experimental verification. Applying the proposed methods, the terrain and sophisticated building models are constructed for the area of $270,600m^2$ with 23 buildings in the University of Seoul. For the terrain models, airborne imagery and LIDAR data is used, while the ground imagery is mainly used for the building models. It is found that the generated models reflect the correct geometry of the buildings and terrain surface. The textures of building surfaces, generated automatically using the projective transformation however, are not well-constructed because of being blotted out and shaded by objects such as trees, near buildings, and other obstacles. Consequently, the algorithms on the texture extraction should be improved to construct more realistic 3D models. Furthermore, the inside of buildings should be modeled for various potential applications in the future.

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