博碩士論文 953202068 詳細資訊




以作者查詢圖書館館藏 以作者查詢臺灣博碩士 以作者查詢全國書目 勘誤回報 、線上人數:19 、訪客IP:3.137.198.143
姓名 邱煥智(Huan-chih Chiu)  查詢紙本館藏   畢業系所 土木工程學系
論文名稱 區塊式LOD網格細化於大型地形視覺模擬之應用
(Tile-Based Mesh Refinement for Large 3D Terrain Visualization)
相關論文
★ 三維房屋模型實景紋理影像製作與敷貼之研究★ 紋理輔助高解析度衛星影像分析應用於偵測入侵性植物分布之研究
★ 利用高光譜影像偵測外來植物-以恆春地區銀合歡為例★ 以視訊影像進行三維房屋模型實景紋理敷貼之研究
★ 區塊式Level of Detail地景視覺模擬之研究★ 高光譜影像立方體紋理特徵之三維計算
★ 漸變式多重解析度於大型地景視覺模擬之應用★ 多層次精緻度三維房屋模型之建置
★ 高光譜影像立方體於特徵空間之三維紋理計算★ 影像修補技術於牆面紋理影像遮蔽去除之應用
★ 結合遙測影像與GIS資料以資料挖掘 技術進行崩塌地辨識-以石門水庫集水區為例★ 利用近景影像提高三維建物模型之細緻化等級
★ 以地面及空載光達點雲重建複雜物三維模型★ 高精緻度房屋模型結合蟻群演算法於室內最佳路徑選擇之應用
★ 二次微分法於空載全波形光達之特徵萃取與地物分類★ 雲線擬合於全波形光達之特徵萃取與地物分類
檔案 [Endnote RIS 格式]    [Bibtex 格式]    [相關文章]   [文章引用]   [完整記錄]   [館藏目錄]   [檢視]  [下載]
  1. 本電子論文使用權限為同意立即開放。
  2. 已達開放權限電子全文僅授權使用者為學術研究之目的,進行個人非營利性質之檢索、閱讀、列印。
  3. 請遵守中華民國著作權法之相關規定,切勿任意重製、散佈、改作、轉貼、播送,以免觸法。

摘要(中) 虛擬城市視覺化或三維地理資訊系統中,地形是最重要的成像元素之ㄧ。然而大型地形成像經常遇到兩個難題,包括資料量過大及地形網格解析度過高。以層級精細度(LOD)建置多解析度地形網格並根據視覺條件展現合理精細層級是常用的解決方式,但是仍有許多待克服之難題。本研究延續先前類似作法,以區塊式網格細化處理地形成像;利用前處理產生多重層級的LOD地形區塊,視覺模擬時可經過視覺條件判斷,載入適當的層級資料成像。
研究重點在於改良舊有區塊式LOD之資料處理與成像運算之缺點,以建立高效能的大型地形視覺模擬系統。在資料處理部份,本研究延續先前區塊式LOD方法,以像空間近似誤差概念為基礎進一步開發新門檻值設定方式,可有效地根據成像條件合理地設定四分樹分割的門檻值,並與視覺重要性相連結。此外,進行大範圍地形視覺模擬時只有一組少數層級的LOD仍顯不足,而使用多層級的LOD則大幅增加前處理工作及資料儲存空間,造成成像處理時的浪費;因此本研究開發ㄧ二段式LOD方式,其概念是建立另一組更粗糙的LOD層級組專供成像初期快速顯像,以提高大範圍成像的效率。在即時成像運算處理上,由於區塊間網格不連續(T-junctions),造成視覺表現上的裂縫,因此本研究開發一套演算法即時移除。
實驗結果顯示本研究所研發的區塊式地形成像系統可讓使用者即時獲得大範圍地形視覺模擬結果。本研究提出的新門檻值可使資料前處理的四分樹分割更合理,且能確實依據視覺條件選擇合適地LOD層級。成像過程中的區塊間裂縫皆可即時移除,且對整體成像效率影響甚微。此外,於視覺模擬初始階段使用二段式LOD可有效提高成像效率。本研究採用兩組大範圍DEM資料進行測試,其結果皆顯示本系統能即時有效成像且產生無接縫的地形,提供使用近即時的地形視覺模擬應用。
摘要(英) Three-Dimensional (3D) terrain rendering is one of the most important components in the visualization of cyber city and other 3D GIS applications. When dealing with large-area terrain visualization, the vast amount of data may exceed the rendering capability of graphic hardware and cause poor performance of the system. Most importantly, in real-time visualization applications, the data resolution is much higher than screen, thus resulting in data redundancy and lowering efficiency. Furthermore, it may produce aliasing artifacts when rendering dense meshes.
In order to reduce the number of polygons, tile-based approaches have become popular for large-area terrain visualization because the original DEM data can be pre-processed by tiles and only visible tiles need to be rendered in runtime. When rendering, the data will be loaded and rendered quickly without further effort for triangulation. In a previous study, a set of LODs was generated for each tile using a dynamic quadtree algorithm. When rendering the terrain, view frustum culling was used to decide visible tiles and computed view importance to assign suitable tile LOD. This study further improves the developed tile-based terrain visualization system. Firstly, the original thresholds for quadtree were determined by the height difference in each tile, but it is difficult to connect the LODs with view importance. A new thresholding scheme based on view-dependent image-space error metric is proposed to achieve more reasonable LOD generation.
Secondly, conventional LOD systems often divide the data set into small tiles geographically. This may result in poor performance or abrupt LOD changes when dealing with large-area visualization projects, especially during the initial stage. To address this issue, a discontinuous LOD system is developed to create a finer set of LOD tiles and a coarser LOD set for quick representation of large areas. The switch between the two LOD sets is established according to viewer altitude, distance and resolution dependency etc. Thirdly, when visualizing a terrain by mesh tiles, there are usually discontinuities along tile edges, causing so-called T-junctions among different tiles. A mesh-merging algorithm is also proposed to refine the determined LOD meshes in order to eliminate T-junctions. Augmented with these improvements, the developed system will produce seamless landscape scenes consisting of multiple tiles of different LOD layers more efficiently.
The developed tile-based terrain rendering system allows users to obtain near real-time visualization of large terrain data sets. The proposed new thresholding scheme based on Ground Sample Distance enables more reasonable quadtree-based LOD generation for data pre-processing. It also provides better relationship between the LOD generation and view-importance for determining appropriate LOD levels of visible tiles. The developed T-junction removal algorithm can eliminate discontinuities between adjacent tile meshes effectively and have little impact to the overall rendering performance. Using discontinuous LOD improves the performance significantly, especially during the initial stage of visualization. Test examples with two large DEM datasets conducted in this study demonstrate that the developed system can produce seamless rendered scenes with high performance in near real-time visualization applications.
關鍵字(中) ★ 地形視覺模擬
★ 層級精細度
★ 三維地理資訊系統
★ 四分樹分割
★ 區塊式網格細化
關鍵字(英) ★ Quadtree
★ 3D terrain visualization
★ LOD
★ 3D GIS
★ Mesh refinement
論文目次 摘要 i
Abstract iii
圖目錄 vii
表目錄 xii
第一章 、前言 1
1.1 背景介紹 1
1.2 研究動機 4
第二章 、文獻回顧 7
2.1 不規則三角網(triangulated irregular networks) 8
2.2 規則三角網層級法(Bin-tree hierarchies) 9
2.2.1 四分樹法(Quadtree) 10
2.2.2 三角形二分樹法(Triangle Bin-tree Subdivision) 14
2.3 二分樹區域法(Bin-tree regions) 15
2.4 區塊分割法(Tiled blocks) 17
2.5 小結 21
第三章 、研究方法 23
3.1 研究流程 23
3.2 Core-LOD-Set資料前處理 26
3.2.1 等分DEM 28
3.2.2 四分樹(Quadtree)分割 29
3.2.3 移除區塊內部T-junctions 39
3.2.4 移除重覆點 42
3.2.5 三角形頂點編碼 43
3.3 影像紋理敷貼 44
3.4 區塊間的無接縫即時處理 46
3.4.1 區塊邊界資料前處理 47
3.4.2 即時成像的無接縫處理(Seamless Process) 48
3.5 二段式LOD (Discontinuous LOD Sets) 51
3.5.1 Outer-LOD-Set的資料前處理 53
3.5.2 使用二段式LOD於即時成像 55
第四章 、實驗成果與分析 58
4.1 系統介紹 58
4.2 測試資料 58
4.3 資料前處理 63
4.4 資料量比較 66
4.5 四分樹三角網與Delaunay三角網比較 74
4.6 飛行模擬效率 81
4.7 區塊間T-junctions移除成果 84
4.8 二段式LOD實作成果 90
第五章 、結論與建議 95
參考文獻 100
參考文獻 連翊涵,區塊式Level of Detail地景視覺模擬之研究,國立中央大學土木工程學系碩士論文,2006年。
劉濠雄,漸變式多重解析度於大型地景視覺模擬之應用,國立中央大學土木工程學系碩士論文,2007年。
Balmelli, L., T. Liebling, M. Vetterli, 2001. “Computational analysis of 4-8 meshes with application to surface simplification using global error”, Electronic Proceedings of the 13th CCCG, pp. 171-196.
Cignoni, P., E. Puppo, R. Scopigno, 1997. “Representation and visualization of terrain surfaces at variable resolution”, The Visual Computer, 13(5), pp. 199-217.
Cignoni, P., C. Montani, R. Scopigno, 1998. “A comparison of mesh simplification algorithms”, Computers & Graphics, 22(1), pp.37–54.
Cignoni, P., F. Ganovelli, E. Gobbetti, F. Marton, F. Ponchio, R. Scopigno, 2003. “BDAM - batched dynamic adaptive meshes for high performance terrain visualization”, Proceedings of EUROGRAPHICS, 22(3), pp. 505–514.
De Floriani, L., P. Magillo, E. Puppo, 2000. “The MT (Multi-Tesselation) Package”, Dept. of Computer and Informations Sciences, University of Genova, Italy, http://www.disi.unige.it/person/MagilloP/MT/mtdelaunay.html.
Duchaineau, M., M. Wolinsky, D.E. Sigeti, M.C. Miller, C. Aldrich, M.B. Mineev-Weinstein, 1997. “ROAMing terrain: Realtime optimally adapting meshes”, Proceedings of IEEE Visualization ‘97, pp. 81–88.
Finlayson D.P., 2005. “Combined bathymetry and topography of the Puget Lowland, Washington State”, University of Washington, (http://www.ocean.washington.edu/data/pugetsound/).
Floriani, L.D., P. Magillo, E. Puppo, 1997. “Building and traversing a surface at variable resolution”, Proceedings of IEEE Visualization ’97, pp. 103-110.
Gobbetti, E., F. Marton, P. Cignoni, M.D. Benedetto, F. Ganovelli, 2006. “C-BDAM – compressed batched dynamic adaptive meshes for terrain rendering”, Proceedings of Computer Graphics Forum, 25(3), pp. 333-342.
Gross, M. H., O. G. Staadt, R. Gatti, 1996. “Efficient triangular surface approximations using wavelets and Quadtree data structures”, IEEE Transactions on Visualization and Computer Graphics, 2(2), pp. 130-143.
Heckbert, P.S., M. Garland, 1997. “Survey of polygonal surface simplification algorithms”, Proceedings of SIGGRAPH ‘97 Course Notes, No. 25, ACM Press, New York.
Hoppe, H., 1997. “View-dependent refinement of progressive meshes”, In: Whitted T, ed. Proceedings of SIGGRAPH ’97, pp. 189-198.
Hoppe, H. 1998. “Smooth view-dependent level-of-detail control and its application to terrain rendering”, Proceedings of IEEE Visualization ‘98, pp. 35–42.
Kim, J. K., J. B. Ra, 2004. “A real-time terrain visualization algorithm using wavelet-based compression”, The Visual Computer, 20(2), pp. 67-85.
Lindstrom, P., D. Koller, L.F. Hodges, W. Ribarsky, N. Faust, G. Turner, 1995. “Level-of-detail management for real-time rendering of phototextured terrain”, Technical report GIT-GVU-95-06.
Lindstrom, P., D. Koller, W. Ribarsky, L.F. Hodges, N. Faust, G.A. Turner, 1996. “Real-time, continuous level of detail rendering of height fields”, Proceedings of ACM SIGGRAPH ‘96, pp. 109–118.
Lindstrom, P., V. Pascucci, 2001. “Visualization of large terrains made easy”, Proceedings of IEEE Visualization ‘01, pp. 363-370.
Livny, Y., Z. Kogan, J. El-Sana, 2007. “Seamless patches for GPU-based terrain rendering”, Proceedings of WSCG 2007, pp. 201-208.
Losasso, F., H. Hoppe, 2004. “Geometry Clipmaps: Terrain rendering using discontinuous regular grids”, Proceedings of ACM Transactions on Graphics (TOG) Archive, 23(3), pp. 769-776.
Luebke, D., M. Reddy, J.D. Cohen, A. Varshney, B. Watson, R. Huebner, 2003. “Level of Detail for 3D Graphics”, Morgan Kaufmann Publishers, San Francisco, California.
Pajarola, R., 1998. “Large scale terrain visualization using the restricted quadtree triangulation”, Proceedings of IEEE Visualization ‘98, pp. 19–26.
Pouderoux J., JE Marvie, 2005. “Adaptive streaming and rendering of large terrains using strip masks”, Proceedings of the 3rd International Conference on Computer Graphics and Interactive Techniques, pp. 299-306.
Rabinovich, B., C. GOTSMAN, 1997. “Visualization of large terrains in resource-limited computing environments”, Proceedings of IEEE Visualization ‘97, pp. 95-102.
Reddy, M., Y. Leclerc, L. Iverson, N. Bletter, 1999. “TerraVision II: Visualizing massive terrain databases in VRML”, Proceedings of IEEE Computer Graphics & Applications, 19(2), pp. 30–38.
Sivan, R., and H. Samet, 1992. “Algorithms for constructing quadtree surface maps”, Proceedings of 5th International Symposium on Spatial Data Handling, pp. 361–370.
Tanner, C. C., C. J. Migdal, M. T. Jones, 1998. “The Clipmap: A virtual mipmap”, Proceedings of Computer Graphics, ACM SIGGRAPH, pp. 151-158.
Ulrich, T., 2002. “Rendering massive terrains using chunked level of detail control”, Proceedings of ACM SIGGRAPH 2002 Course Notes, Vol. 35. CD-ROM
指導教授 蔡富安(Fuan Tsai) 審核日期 2008-7-16
推文 facebook   plurk   twitter   funp   google   live   udn   HD   myshare   reddit   netvibes   friend   youpush   delicious   baidu   
網路書籤 Google bookmarks   del.icio.us   hemidemi   myshare   

若有論文相關問題,請聯絡國立中央大學圖書館推廣服務組 TEL:(03)422-7151轉57407,或E-mail聯絡  - 隱私權政策聲明