scholarly journals A Survey on Create a Structured Building Models from Silhouette Buildings

Author(s):  
Sruthi Satheesh P S

Creating a virtual city is demanded for computer games and urban planning, but it takes more time to create numerous 3D building models. Develop an interactive system to construct structured 3D building models by using simple user interactions. The user draws the fraction of texture on silhouette, it should automatically fill the required regions by using some discrete element texture synthesis. Key thought is an intuitive, sketch-based, example palette for discrete component texture synthesis. In this paper, provide a review of some Discrete Element Texture Synthesis

2013 ◽  
Vol 321-324 ◽  
pp. 1971-1976
Author(s):  
Pu Liu ◽  
Zheng Hong Peng

Virtual reality technology is a hot research topic in computer science and the introduction of virtual roaming to the field of urban planning provides a new means for urban design. This paper first analyzes the development, features and technology of virtual reality technology and the virtual city roaming and its applications and advantages in urban planning with focus on how to implement a virtual city roaming system by means of the scene development software Vega and finally concludes the importance of virtual city roaming in urban planning.


2018 ◽  
Vol 251 ◽  
pp. 03047 ◽  
Author(s):  
Nina Danilina ◽  
Mihail Slepnev ◽  
Spartak Chebotarev

The spread of smart city technologies dictates the need to develop new methods in the field of urban planning and design. The article devotes to the question how to find new approaches to make digital urban project according to the BIMtechnology. We analyze the opportunities of automated design technology BuildingReconstruction 2018 that allows constructing 3D models of landscapes, urban territories and infrastructure objects. Their distinctive feature is their high accuracy of details. We consider methods and tools for creating such models. There is the description of a 3d-model and composing information layers. On the base of the analysis of the model–s capabilities, we offer various directions how to use them for solving urban planning problems addressed to the examples of their existing implementation.


Author(s):  
Ajla Aksamija ◽  
Kui Yue ◽  
Hyunjoo Kim ◽  
Francois Grobler ◽  
Ramesh Krishnamurti

AbstractThis paper discusses the integration of knowledge bases and shape grammars for the generation of building models, covering interaction, system, and implementation. Knowledge-based and generative systems are combined to construct a method for characterizing existing buildings, in particular, their interior layouts based on exterior features and certain other parameters such as location and real dimensions. The knowledge-based model contains information about spatial use, organization, elements, and contextual information, with the shape grammar principally containing style rules. Buildings are analyzed and layouts are generated through communication and interaction between these two systems. The benefit of using an interactive system is that the complementary properties of the two schemes are employed to strengthen the overall process. Ontologies capture knowledge relating to architectural design principles, building anatomy, structure, and systems. Shape grammar rules embody change through geometric manipulation and transformation. Existing buildings are analyzed using this approach, and three-dimensional models are automatically generated. Two particular building types, the vernacular rowhouse and high-rise apartment building, both from Baltimore, Maryland, are presented to illustrate the process and for comparing the utilized methodologies.


Author(s):  
Z. Wang ◽  
A. Zipf

With the development of Web 2.0, more and more data related to indoor environments has been collected within the volunteered geographic information (VGI) framework, which creates a need for construction of indoor environments from VGI. In this study, we focus on generating 3D building models from OpenStreetMap (OSM) data, and provide an approach to support construction and visualization of indoor environments on 3D maps. In this paper, we present an algorithm which can extract building information from OSM data, and can construct building structures as well as inner building components (e.g., doors, rooms, and windows). A web application is built to support the processing and visualization of the building models on a 3D map. We test our approach with an indoor dataset collected from the field. The results show the feasibility of our approach and its potentials to provide support for a wide range of applications, such as indoor and outdoor navigation, urban planning, and incident management.


2013 ◽  
Vol 368-370 ◽  
pp. 1855-1859 ◽  
Author(s):  
Kenichi Sugihara ◽  
Zhen Jiang Shen

3D city models are important in urban planning for sustainable development. Usually and traditionally, urban planners design the future layout of the towns by drawing the maps, using GIS or CAD packages. 3D city models based on these maps are quite effective in understanding what if the plan is realized. However, creating 3D city models is labor intensive, using a 3D modeling software such as 3ds Max or SketchUp. In order to automate laborious steps, we are proposing a GIS and CG integrated system for automatically generating 3D building models with general shaped roofs by straight skeleton computation, based on general shaped building polygons (building footprints) on digital maps.


Author(s):  
X. Y. Fu ◽  
Y. Han ◽  
Z. J. Sun ◽  
X. J. Ma ◽  
Y. Q. Xu

Dunhuang Mogao Grottoes in western China is one of the most famous World Cultural Heritage Sites, known for its glorious Chinese Buddhist art spanning a period of 1,000 years. However, it has been suffering from damage and degradation caused by man-made and natural factors. In this article, we present a novel line-drawing enhanced interactive system for digital restoration of damaged murals in Mogao Grottoes. Our system consists of four components, namely data pre-processing, damaged area selection, line-drawing segmentation, and mural restoration. Each component is a hybrid of efficient algorithms and user interactions. We introduce the infrastructure and process of using our system, from data capture and collection, database establishment, to interactive restoration. We conduct a user study with 15 participants who have varied experiences with and skills on repairing murals and editing images. Results and feedback suggest that our system can achieve satisfactory restoration results without overburdening the users. It can benefit both experts trained in restoration and amateurs interested in cultural heritage conservation.


Author(s):  
Santiago A. Pérez ◽  
Ana M. Díaz ◽  
Diego M. López

Serious games are video games that are intended to support learning while entertaining. They are considered valuable tools to improve user-specific skills or facilitate educational or therapeutic processes, especially in children. One of the disadvantages of computer games, in general, is their promotion of sedentary habits, considered as a significant risk factor for developing diseases such as obesity and hypertension. Exergames are serious games created to overcome the disadvantages of traditional computer games by promoting physical activity while playing. This study describes the development and evaluation of an adaptive component to monitor physical activity in children while using an exergame. The system is based on wearable technology to measure heart rate and perform real-time customizations in the exergame. To evaluate the adaptive component, an experiment was conducted with 30 children between 5 and 7 years of age, where the adaptive system was contrasted with a conventional interactive system (an exergame without adaptive component). It was demonstrated that the computer game, using the adaptive component, was able to change in real-time some of its functionalities based on the user characteristics. Increased levels of heart rate and caloric expenditure were significant in some of the game scenarios using the adaptive component. Although a formal user experience evaluation was not performed, excellent game playability and adherence by users were observed.


Author(s):  
R. Piepereit ◽  
A. Schilling ◽  
N. Alam ◽  
M. Wewetzer ◽  
M. Pries ◽  
...  

Especially in the field of numerical simulations, such as flow and acoustic simulations, the interest in using virtual 3D models to optimize urban systems is increasing. The few instances in which simulations were already carried out in practice have been associated with an extremely high manual and therefore uneconomical effort for the processing of models. Using different ways of capturing models in Geographic Information System (GIS) and Computer Aided Engineering (CAE), increases the already very high complexity of the processing. To obtain virtual 3D models suitable for simulation, we developed a tool for automatic processing with the goal to establish ties between the world of GIS and CAE. In this paper we introduce a way to use Coons surfaces for the automatic processing of building models in LoD2, and investigate ways to simplify LoD3 models in order to reduce unnecessary information for a numerical simulation.


Author(s):  
Chaoquan Zhang ◽  
Hongchao Fan ◽  
Gefei Kong

AbstractApplications in smart cities are inseparable from the usage of three-dimensional (3D) building models. However, the cost of generating and constructing 3D building models with semantic information is high both in time and in labour. To solve this problem, we developed a web-based interactive system, VGI3D, with the ambition of becoming a VGI platform to collect 3D building models with semantic information by using the power of crowdsourcing. VGI3D is a platform-independent software program that is composed of a spatially relational database (PostgreSQL/PostGIS) for the storage and management of spatially geometrical data and other software modules, allowing users to import, analyse, reconstruct, visualise, modify and export 3D building models according to the OBJ/CityGML standard. In this paper, we present the VGI3D in detail, focusing on relevant technical implementations, and report the results of limited usability testing aimed at optimising the system and user experience. After limited expert and non-expert participants’ testing, we proved the usefulness of VGI3D and its promising value for the 3D modelling community.


Sign in / Sign up

Export Citation Format

Share Document