ACM Home Page
Please provide us with feedback. Feedback
Digital Library logoTake a look at the new version of this page: [ beta version ]. Tell us what you think.
Visual quality of the ground in 3D models: using color-coded images to blend aerial photos with tiled detail-textures
Full text PdfPdf (1.20 MB)
Source
Computer graphics, virtual reality, visualisation and interaction in Africa archive
Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa table of contents
Pretoria, South Africa
SESSION: Terrain table of contents
Pages: 73-79  
Year of Publication: 2009
ISBN:978-1-60558-428-7
Authors
Mattias Roupé  Chalmers University of Technology
Mikael Johansson  Chalmers University of Technology
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 13,   Downloads (12 Months): 99,   Citation Count: 0
Additional Information:

abstract   references   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1503454.1503468
What is a DOI?

ABSTRACT

In interactive 3D-environments of urban-planning projects, the ground materials and land features are often represented by aerial photos. These lack of detail and therefore often look blurred and diffuse. This paper presents a technique to enhance the visual quality of the ground by blending the aerial photos with tiled detail-textures in a level-of-detail integrated system that is controlled by color-coded images. The color-coded images are created by extracting land features such as grass, asphalt, rock and water from the aerial photos or 2D CAD-drawings. The effects of different resolutions of the aerial photo and color-coded image are presented and discussed. To evaluate this approach, the technique was tested on a simple rendering performance scene and on two sub-sets of the 3D-city model of Göteborg, namely a landscape and an urban data set. The visual quality and rendering speed of the 3D model were positive and are presented in several images and table.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

1
 
2
Bloom, C. 2000. Terrain Texture Compositing by Blending in the Frame-Buffer, http://cbloom.com/3d/techdocs/splatting.txt
 
3
Cignoni, P., Ganovelli, F., Gobbetti, E., Marton, F., Ponchio, F., and Scopigno, R. 2003. BDAM --- Batched Dynamic Adaptive Meshes for high performance terrain visualization. Computer Graphics Forum 22, 3 (Sept.), 505--514.
 
4
5
 
6
7
 
8
Johansson, M., Roupé M. 2005. From CAD to VR -- Implementations for Urban Planning and Building Design. eCAADe 2005 conference, Technical University of Lisbon, Portugal.
9
 
10
Woodard, T. 2005. Real-time GPU-based texture synthesis, Presented at the IMAGE Conference Scottsdale, Arizona July 2005.

Collaborative Colleagues:
Mattias Roupé: colleagues
Mikael Johansson: colleagues