3D Visualization of Urban Data Based on CityGML with WebGL

2013 ◽  
pp. 1410-1425
Author(s):  
Gilles Gesquière ◽  
Alexis Manin

Due to the advances in computer graphics and improved network speed it is now possible to navigate in 3D virtual world in real time. Until now, technologies employed require to install standalone application or plugins on navigators. The arrival of HTML 5 brings news solutions to visualize 3D data in a browser with WebGL. Several globe projects have proven that such technologies can be employed. Unfortunately, demonstrations are often based on proprietary formats to exchange or to store data. In this work, we propose to use CityGML: a standard provided by the Open Geospatial Consortium. CityGML files are imported in our Environment Editor. With several tools that we present in this paper, data are processed and stored. A client server application is also presented to permit the visualization of geometry and semantic in a navigator.

2012 ◽  
Vol 1 (3) ◽  
pp. 1-15 ◽  
Author(s):  
Gilles Gesquière ◽  
Alexis Manin

Due to the advances in computer graphics and improved network speed it is now possible to navigate in 3D virtual world in real time. Until now, technologies employed require to install standalone application or plugins on navigators. The arrival of HTML 5 brings news solutions to visualize 3D data in a browser with WebGL. Several globe projects have proven that such technologies can be employed. Unfortunately, demonstrations are often based on proprietary formats to exchange or to store data. In this work, we propose to use CityGML: a standard provided by the Open Geospatial Consortium. CityGML files are imported in our Environment Editor. With several tools that we present in this paper, data are processed and stored. A client server application is also presented to permit the visualization of geometry and semantic in a navigator.


2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
René Sieber ◽  
Remo Eichenberger ◽  
Lorenz Hurni

<p><strong>Abstract.</strong> Atlases are designed to visualize, explore and analyze topographic and thematic information in a geographic environment. As 3D data and real-time display techniques are increasingly available, a trend towards 3D atlases can be observed like the newly released Earth 3D Amazing Atlas (2017) and the Atlas of Switzerland &amp;ndash; online (2016). While creating such interactive 3D atlases, editors are often confronted with the question: How realistic should a cartographic 3D representation look like? Can we introduce some visualization guidelines or even rules to determine the „graphic style“ of cartographic 3D elements? 3D visualizations tend to let users ask for more and more details, leading to photorealistic representations. But photorealism is mostly not suited to pin point the characteristics of a theme; obviously, a creek or a trail would hardly be recognized in a forest area. As Goralski (2009, p.3) states: “3D maps are not meant to be realistic 3D representations of the real world. As in other map types, cartographic rules of abstraction, symbolization and generalization have to be used, to assure efficient transfer of the depicted geographical information, tailored to the purpose, and suitable for the target map user.”</p><p>In our presentation, we will clarify the term of 3D carto-graphics, depict principles, and describe suitable methods and corresponding techniques. In the context of the national Atlas of Switzerland, we will apply and examine these design concepts for 3D representations within the 3D mapping space (Sieber et al. 2013).</p><p>A carto-graphic style for 3D is based on 2D cartographic rules (Imhof 1965) and non-photorealistic computer graphics (Doellner 2012, Bodum 2005). Principles concerning 3D modeling are fundamental for the different representational aspects. In this context, we will discuss principles such as a degree of realism, the level of visual complexity of 3D maps, the graphic quality of map elements, the 3D visualization and symbolization (Near-Far/Distance-Density problem), etc. considering dynamic and real-time applications. As an example of a 3D principle, the <i>visualization</i> should always originate from 3D data; thus a 2D map is a special case of a 3D map (Sieber et al. 2012).</p><p><i>Methods and techniques</i> of 3D modeling affect the whole 3D scene consisting of terrain/topography, and different map objects. We will present some ideas and techniques how to treat 3D topography, and objects like point symbols, charts, lines, areas and solid objects considering real-time interaction. As an example of such methods recommended in the field of 3D topography, DTMs should be based on high-resolution and smoothed TINs applying techniques of low poly height fields (Ferguson 2013). Adaptive DTM smoothing using topographic position index (TPI) and filtering techniques are also taken into consideration (Guisan et al. 1999, Kettunen et al. 2017). For appropriate relief shading, an exemplary approach using smoothing and enhance techniques is suggested (Geisthövel 2017).</p><p>To illustrate the described methods and techniques, we present and discuss characteristic examples from various application fields. Examples may come from cartography, computer graphics, and even from data journalism and info-graphics. In order to demonstrate the feasibility and the usability of this approach, we plan to implement a set of 3D visualizations, which can be interacted with in real-time by means of the Virtual Globe engine of the Atlas of Switzerland &amp;ndash; online.</p>


Buildings ◽  
2019 ◽  
Vol 9 (3) ◽  
pp. 68
Author(s):  
Mankyu Sung

This paper proposes a graph-based algorithm for constructing 3D Korean traditional houses automatically using a computer graphics technique. In particular, we target designing the most popular traditional house type, a giwa house, whose roof is covered with a set of Korean traditional roof tiles called giwa. In our approach, we divided the whole design processes into two different parts. At a high level, we propose a special data structure called ‘modeling graphs’. A modeling graph consists of a set of nodes and edges. A node represents a particular component of the house and an edge represents the connection between two components with all associated parameters, including an offset vector between components. Users can easily add/ delete nodes and make them connect by an edge through a few mouse clicks. Once a modeling graph is built, then it is interpreted and rendered on a component-by-component basis by traversing nodes in a procedural way. At a low level, we came up with all the required parameters for constructing the components. Among all the components, the most beautiful but complicated part is the gently curved roof structures. In order to represent the sophisticated roof style, we introduce a spline curve-based modeling technique that is able to create curvy silhouettes of three different roof styles. In this process, rather than just applying a simple texture image onto the roof, which is widely used in commercial software, we actually laid out 3D giwa tiles on the roof seamlessly, which generated more realistic looks. Through many experiments, we verified that the proposed algorithm can model and render the giwa house at a real time rate.


2001 ◽  
Author(s):  
Mitchell Parry ◽  
Brendan Hannigan ◽  
William Ribarsky ◽  
Christopher D. Shaw ◽  
Nickolas L. Faust

Author(s):  
Е.Е. Истратова ◽  
Е.Н. Антонянц ◽  
А.О. Амельченко

В статье представлены результаты модернизации ранее разработанного клиент-серверного приложения для исследования характеристик корпоративной сети. Результаты проведенных исследований позволили сделать вывод о том, что усовершенствованный программный продукт можно применять для сбора статистических данных о характеристиках сетевого подключения при передаче информации в корпоративной сети компании. The article presents the results of the modernization of a previously developed client-server application for the study of the characteristics of the corporate network. The results of the conducted research allowed us to conclude that the improved software product can be used to collect statistical data on the characteristics of the network connection when transmitting information in the corporate network of the company.


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