• Title/Summary/Keyword: 3D Terrain

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Development of a terrain model in 3D Game (3차원 게임에서의 손쉬운 지형 모델 구현 방법)

  • Park, Seok-hee;Lee, Hee-bum;Kim, Soo-Kyun;Im, Kwang-Hyuk;An, Sung-ohk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.533-534
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    • 2013
  • In computer game, terrain model is applied a nice texture to render snowy mountains and valley. Terrain model in the game, it is important role that the character plays in space. Realistic depiction of the terrain model enhances the absorption of the game. Now many terrain models are made by using lots of terrain tools. In this paper, we does not use terrain modeling tool, we use only 3D max for making terrain model easily. 3D max provides a comprehensive 3D modeling, rendering, and compositing solution for games. In this paper we create terrain models by using 3D max, also we present how to use DirectX environment.

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A study on Accuracy Improvement of Three-Dimension Terrain Modelling (3차원 지형모델링의 정확도 향상에 관한 연구)

  • 신봉호;양승용;엄재구;송왕재
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.14 no.2
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    • pp.151-157
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    • 1996
  • This study, experimentally, aims at presenting the methodology to construct an efficient digital terrain by com-paring and analyzing the accuracy among the existing Digital Terrain Models, develope 3-D fractal terrain model-ling program by applying digital algorithm of fractal geometry and using turbo pascal, and lastly perform basic research on constructing GSIS-based 3-D fractal terrain modelling system by integrating a PC-based GSIS Pack-age and the 3-D fractal terrain modelling program developed by this paper. The results are as follows -First, the method to produce TIN(Triangulated Irregular Network) by the combination of point data and line data was showed as an alternative to construct efficient Digital Terrain Model. Second, developing GSIS-based 3-D fractal terrain modelling system, applying fractal geometry is the basic research in developing the new terrain modelling method. also, this study presented the possibility of 3-D terrain modelling with the use of fractal.

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A 3D Terrain Reconstruction System using Navigation Information and Realtime-Updated Terrain Data (항법정보와 실시간 업데이트 지형 데이터를 사용한 3D 지형 재구축 시스템)

  • Baek, In-Sun;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.157-168
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    • 2010
  • A terrain is an essential element for constructing a virtual world in which game characters and objects make various interactions with one another. Creating a terrain requires a great deal of time and repetitive editing processes. This paper presents a 3D terrain reconstruction system to create 3D terrain in virtual space based on real terrain data. In this system, it converts the coordinate system of the height maps which are generated from a stereo camera and a laser scanner from global GPS into 3D world using the x and z axis vectors of the global GPS coordinate system. It calculates the movement vectors and the rotation matrices frame by frame. Terrain meshes are dynamically generated and rendered in the virtual areas which are represented in an undirected graph. The rendering meshes are exactly created and updated by correcting terrain data errors. In our experiments, the FPS of the system was regularly checked until the terrain was reconstructed by our system, and the visualization quality of the terrain was reviewed. As a result, our system shows that it has 3 times higher FPS than other terrain management systems with Quadtree for small area, improves 40% than others for large area. The visualization of terrain data maintains the same shape as the contour of real terrain. This system could be used for the terrain system of realtime 3D games to generate terrain on real time, and for the terrain design work of CG Movies.

Development of 3D Terrain Visualization for Navigation Simulation using a Unity 3D Development Tool

  • Shin, Il-Sik;Beirami, Mohammadamin;Cho, Seok-Je;Yu, Yung-Ho
    • Journal of Advanced Marine Engineering and Technology
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    • v.39 no.5
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    • pp.570-576
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    • 2015
  • 3D visualization of navigation simulation is to visualize the environment conditions (e.g. nearby ships, dynamic characteristics, environment, terrain, etc) for any users on ships at sea. Realistic 3D visualization enables the users to be immersed to it and guarantees the reliability of the simulation. In particular, terrain visualization contains many virtual objects, so it is time and cost-intensive for object modelling. This paper proposes a 3D terrain visualization method that can be realized in a short time and with low cost by using the Unity 3D development tool. The 3D terrain visualization system requires bathymetric and elevation terrains, and Aids to Navigations (AtoNs) to be realized. It also needs to include 3D visualization objects including bridges, buildings and port facilities for more accurate simulation. Bathymetric and AtoN elements are acquired from ENC, and the elevation element is acquired from SRTM v4.1 digital elevation chart database developed by NASA. Then, the bathymetric and elevation terrains are generated, and the satellite images are superposed by using this terrain information. The longitudinal and latitudinal information of the AtoNs are converted to the 3-axis information to position the AtoN locations. The 3D objects such as bridges, buildings and port facilities are generated and the terrain visualization is completed. The proposed method realizes more realistic 3D terrain visualization of Busan Port.

Application of the Gradient-Based 3D Patch Extraction Method to Terrain and Man-made Objects for Construction of 3D CyberCity (3차원 사이버도시구축을 위한 그래디언트기반 3차원 평면추출기법의 지형 및 인공지물지역에의 적용에 관한 연구)

  • Seo, Su-Young
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2010.04a
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    • pp.227-229
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    • 2010
  • This study presents an application of the 3D patch extraction method which is based on gradient-driven properties to obtain 3D planar patches over the terrain and man-made objects from lidar data. The method which was exploited in this study is composed of a sequence of processes: segmentation by slope, initiation of triggering patches by mode selection, and expansion of the triggering patches. Since urban areas contain many planar regions over the terrain surface, application of the method has been experimented to extract 3D planar patches not only from non-terrain objects but also from the terrain. The experimental result shows that the method is efficient to acquire 3D planar patches.

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Simulation Uleung Island By The Statistical Fractals (프랙탈 기법에 의한 울릉도 형상화 사례 연구)

  • 노용덕
    • Journal of the Korea Society for Simulation
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    • v.4 no.1
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    • pp.113-119
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    • 1995
  • In 3D computer graphics, fractal techniques have been applied to terrain models. Even though fractal models have become popular for recreating a wide variety of the shapes found in nature, a specific 3D terrain model such as Uleung Island could not be formulated by statistical fractals easily owing to the random effects. However, by locating the midpoints on the edges and the surface of a specific terrain such as Uleung Island, a similar shape of the terrain model can be simulated. This paper shows the way of simulating 3D Uleung Island terrain model by the statistical fractals wherein the subdivision algorithm is used.

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A Study on Terrain Construction of Unmanned Aerial Vehicle Simulator Based on Spatial Information (공간정보 기반의 무인비행체 시뮬레이터 지형 구축에 관한 연구)

  • Park, Sang Hyun;Hong, Gi Ho;Won, Jin Hee;Heo, Yong Seok
    • Journal of Korea Multimedia Society
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    • v.22 no.9
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    • pp.1122-1131
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    • 2019
  • This paper covers research on terrain construction for unmanned aerial vehicle simulators using spatial information that was distributed by public institutions. Aerial photography, DEM, vector maps and 3D model data were used in order to create a realistic terrain simulator. A data converting method was suggested while researching, so it was generated to automatically arrange and build city models (vWorld provided) and classification methods so that realistic images could be generated by 3D objects. For example: rivers, forests, roads, fields and so on, were arranged by aerial photographs, vector map (land cover map) and terrain construction based on the tile map used by DEM. In order to verify the terrain data of unmanned aircraft simulators produced by the proposed method, the location accuracy was verified by mounting onto Unreal Engine and checked location accuracy.

Classification of Binary Obstacle Terrain Based on 3D World Models for Unmanned Robots (무인로봇을 위한 3D 월드모델에 기초한 Binary 장애지형의 판정)

  • Jin, Gang-Gyoo;Lee, Hyun-Sik;Lee, Yun-Hyung;Lee, Young-Il;Park, Yong-Woon
    • Journal of the Korea Institute of Military Science and Technology
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    • v.12 no.4
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    • pp.516-523
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    • 2009
  • Recently, the applications of unmanned robots are increasing in various fields including surveillance and reconnaissance, planet exploration and disaster relief. To perform their missions with success, the robots should be able to evaluate terrain's characteristics quantitatively and identify traversable regions to progress toward a goal using mounted sensors. Recently, the authors have proposed techniques that extract terrain information and analyze traversability for off-road navigation of an unmanned robot. In this paper, we examine the use of 3D world models(terrain maps) to classify obstacle and safe terrain for increasing the reliability of the proposed techniques. A world model is divided into several patches and each patch is classified as belonging either to an obstacle or a non-obstacle using three types of metrics. The effectiveness of the proposed method is verified on real terrain maps.

The Methods for 3D Terrain Model Automation Using 2D Plan (2차원 설계자료를 이용한 3차원 지형모델 자동화 생성 방안)

  • Lee, Hyun Jik;Park, Eun Gwan;Moon, Geun Soo
    • Journal of Korean Society for Geospatial Information Science
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    • v.21 no.1
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    • pp.87-93
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    • 2013
  • As the progress regarding spatial analysis on features such as landscape, sunlight, shadow, and direct ray using 3D simulation, it is required to research the creation of 3D terrain models crucial for 3D simulations. In this paper, we suggested the methods to create the 3D terrain model for the state after development, by transfer the 2D plan to 3D terrain model using the normal equation. Automated algorithm producing 3D terrain model from 2D plan was developed. And It is expected to be needed more studies detailed.

An Open Standard-based Terrain Tile Production Chain for Geo-referenced Simulation

  • Yoo, Byoung-Hyun
    • Korean Journal of Remote Sensing
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    • v.24 no.5
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    • pp.497-506
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    • 2008
  • The needs for digital models of real environment such as 3D terrain or cyber city model are increasing. Most of applications related with modeling and simulation require virtual environment constructed from geospatial information of real world in order to guarantee reliability and accuracy of the simulation. The most fundamental data for building virtual environment, terrain elevation and orthogonal imagery is acquired from optical sensor of satellite or airplane. Providing interoperable and reusable digital model is important to promote practical application of high-resolution satellite imagery. This paper presents the new research regarding representation of geospatial information, especially for 3D shape and appearance of virtual terrain. and describe framework for constructing real-time 3D model of large terrain based on high-resolution satellite imagery. It provides infrastructure of 3D simulation with geographical context. Web architecture, XML language and open protocols to build a standard based 3D terrain are presented. Details of standard-based approach for providing infrastructure of real-time 3D simulation using high-resolution satellite imagery are also presented. This work would facilitate interchange and interoperability across diverse systems and be usable by governments, industry scientists and general public.