terrain rendering
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2021 ◽  
Vol 4 ◽  
pp. 1-7
Author(s):  
Adam Vinković ◽  
Robert Župan ◽  
Stanislav Frangeš ◽  
Damir Medak

Abstract. In this paper we combined layers created from several terrain rendering techniques, namely a shaded relief rendered in the free and open-source 3D computer graphics software Blender, a hillshade created in the free and opensource Geographic Information System (GIS) software QGIS, a hypsometric coloured Digital Elevation Model (DEM) and a draped digital orthophoto. Following a recent trend in the cartographic community towards using Blender, we tried to improve the standard relief visualization in common GIS software by blending it with a shaded relief rendered in Blender. Using different QGIS blending modes and opacity values we achieved different graphic visualizations. To compare and evaluate the suitability of different rendering techniques we chose national park Risnjak located in Croatia because of its specific and diverse terrain landforms. After comparing different input layers and parameter sets, we selected the blending combination which is best suited for visualizing terrain characteristics of all Croatian national parks. The result is a shaded relief created for every national park which is combined from a shaded relief rendered in Blender, a hillshade created in QGIS, a hypsometric coloured DEM and a draped digital orthophoto.



2021 ◽  
Vol 10 (10) ◽  
pp. 666
Author(s):  
Lei Zhang ◽  
Ping Wang ◽  
Chengyi Huang ◽  
Bo Ai ◽  
Wenjun Feng

Terrain rendering is an important issue in Geographic Information Systems and other fields. During large-scale, real-time terrain rendering, complex terrain structure and an increasing amount of data decrease the smoothness of terrain rendering. Existing rendering methods rarely use the features of terrain to optimize terrain rendering. This paper presents a method to increase rendering performance through precomputing roughness and self-occlusion information making use of GIS-based Digital Terrain Analysis. Our method is based on GPU tessellation. We use quadtrees to manage patches and take surface roughness in Digital Terrain Analysis as a factor of Levels of Detail (LOD) selection. Before rendering, we first regularly partition the terrain scene into view cells. Then, for each cell, we calculate its potential visible patch set (PVPS) using a visibility analysis algorithm. After that, A PVPS Image Pyramid is built, and each LOD level has its corresponding PVPS. The PVPS Image Pyramid is stored on a disk and is read into RAM before rendering. Based on the PVPS Image Pyramid and the viewpoint’s position, invisible terrain areas that are not culled through view frustum culling can be dynamically culled. We use Digital Elevation Model (DEM) elevation data of a square area in Henan Province to verify the effectiveness of this method. The experiments show that this method can increase the frame rate compared with other methods, especially for lower camera flight heights.



2021 ◽  
Vol 95 ◽  
pp. 130-140
Author(s):  
Shi Li ◽  
Chuankun Zheng ◽  
Rui Wang ◽  
Yuchi Huo ◽  
Wenting Zheng ◽  
...  
Keyword(s):  


2021 ◽  
Vol 13 (5) ◽  
pp. 2950
Author(s):  
Su-Kyung Sung ◽  
Eun-Seok Lee ◽  
Byeong-Seok Shin

Climate change increases the frequency of localized heavy rains and typhoons. As a result, mountain disasters, such as landslides and earthworks, continue to occur, causing damage to roads and residential areas downstream. Moreover, large-scale civil engineering works, including dam construction, cause rapid changes in the terrain, which harm the stability of residential areas. Disasters, such as landslides and earthenware, occur extensively, and there are limitations in the field of investigation; thus, there are many studies being conducted to model terrain geometrically and to observe changes in terrain according to external factors. However, conventional topography methods are expressed in a way that can only be interpreted by people with specialized knowledge. Therefore, there is a lack of consideration for three-dimensional visualization that helps non-experts understand. We need a way to express changes in terrain in real time and to make it intuitive for non-experts to understand. In conventional height-based terrain modeling and simulation, there is a problem in which some of the sampled data are irregularly distorted and do not show the exact terrain shape. The proposed method utilizes a hierarchical vertex cohesion map to correct inaccurately modeled terrain caused by uniform height sampling, and to compensate for geometric errors using Hausdorff distances, while not considering only the elevation difference of the terrain. The mesh reconstruction, which triangulates the three-vertex placed at each location and makes it the smallest unit of 3D model data, can be done at high speed on graphics processing units (GPUs). Our experiments confirm that it is possible to express changes in terrain accurately and quickly compared with existing methods. These functions can improve the sustainability of residential spaces by predicting the damage caused by mountainous disasters or civil engineering works around the city and make it easy for non-experts to understand.



Author(s):  
Zixian Xiao ◽  
Liheng Tan ◽  
Hongli Liu ◽  
Bingchuan Jiang ◽  
Xiong You

Visualization of the seabed terrain is one of the key functions of marine geographic information system. The major challenge here is that the obtained data for seabed terrain usually consists of elevation and sediment only but does not include remote sensing images, which is important for ground terrain visualization, as they can be used as textures to reveal detailed information and achieve realistic visual results. Existing seabed terrain visualizing methods (including annotations, color-mapping, and texture-mapping) have limitations in reality and intuition, as they are inadequate to express the physical characteristics of sediment accurately. This paper presents a novel and advanced 3D visualization method of seabed terrain, which introduces the Physically Based Rendering (PBR) theory into the field of geographic visualization. We analyze the main categories of seabed sediments and their optical features respectively, then develop a procedural method to generate physically based rendering materials for different sediments. Then an enhanced bidirectional reflectance distribution function is employed to achieve accurate and intuitive terrain rendering. We also refine the texture sampling method and propose a procedural seabed objects generation method to construct a more natural and realistic undersea environment. Experimental results reveal our method can make good use of the limited seabed terrain data and get significant improvements in visual effect, which can help users to cognize and analyze the seabed geographic environment more accurately and intuitively.



2020 ◽  
Vol 194 ◽  
pp. 05016
Author(s):  
XING Yu ◽  
Wang Jie ◽  
Yin Yaqiu ◽  
Zhou Yingjie ◽  
Yao Weiling ◽  
...  

Phaeozem is one kind of scarce resources on the earth. Due to the restrictions of natural factors and the influence of human activities over the years, phaeozem degradation has become increasingly serious. Based on images of the ASTER in 2006 and the ETM+ in 2000 in this paper, the phaeozem organic matter content which is greater than 2 % was obtained by using quantitative retrieval. Through the three-dimensional remote sensing image, terrain rendering and relevant information were analyzed. On the basis of the above, the spatial distribution characteristics of phaeozem in Songliao Plain were analyzed using DEM (digital elevation model) data. The results show that the total area of phaeozem in Songliao Plain is about 51360.15 km2, and the phaeozem organic matter content is gradually increasing along with the increasing latitude or longitude, and decreasing along with increasing slope. In addition, the soil organic matter content is lower in southern slopes than that in northern slopes.



2019 ◽  
Vol 8 (10) ◽  
pp. 465 ◽  
Author(s):  
Ai ◽  
Wang ◽  
Yang ◽  
Bu ◽  
Lin ◽  
...  

Triangulated irregular networks (TINs) are widely used in terrain visualization due to their accuracy and efficiency. However, the conventional algorithm for multi-scale terrain rendering, based on TIN, has many problems, such as data redundancy and discontinuities in scale transition. To solve these issues, a method based on a detail-increment model for the construction of a continuous-scale hierarchical terrain model is proposed. First, using the algorithm of edge collapse, based on a quadric error metric (QEM), a complex terrain base model is processed to a most simplified model version. Edge collapse records at different scales are stored as compressed incremental information in order to make the rendering as simple as possible. Then, the detail-increment hierarchical terrain model is built using the incremental information and the most simplified model version. Finally, the square root of the mean minimum quadric error (MMQE), calculated by the points at each scale, is considered the smallest visible object (SVO) threshold that allows for the scale transition with the required scale or the visual range. A point cloud from Yanzhi island is converted into a hierarchical TIN model to verify the effectiveness of the proposed method. The results show that the method has low data redundancy, and no error existed in the topology. It can therefore meet the basic requirements of hierarchical visualization.



2019 ◽  
Vol 1 ◽  
pp. 1-2 ◽  
Author(s):  
Patrick Kennelly ◽  
Tom Patterson ◽  
Alexander Tait ◽  
Bernhard Jenny ◽  
Daniel Huffman ◽  
...  

<p><strong>Abstract.</strong> Standard Elevation Models</p><p>We propose the use of standard elevation models to evaluate and compare the quality of various relief shading and other terrain rendering techniques. These datasets will cover various landforms, be available at no cost to the user, and be free of common data imperfections such as missing data values, resampling artifacts, and seams. Datasets will be available at multiple map scales over the same geographic area for multi-scale analysis.</p>



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