• Title/Summary/Keyword: Terrain data

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Real-Time Terrain Rendering using Quadtree Wavelet Transform (쿼드트리와 웨이블릿 변환을 이용한 실시간 지형 렌더링)

  • 한정현;박헌기;정문주
    • Journal of the Korea Society for Simulation
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    • v.10 no.3
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    • pp.95-103
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    • 2001
  • Rendering of 3D terrain data in real-time is difficult because of its large scale. So, it is necessary to use level-of-detail(LOD) that uses fewer data, but makes almost similar image to the original. We present an algorithm for real-time LOD generation and rendering of 3D terrain data. The algorithm applies wavelet transform to the terrain data, and then generates quadtree based view-dependent LOD using wavelet coefficients that are the output of wavelet transform. It also uses frame-to-frame coherence and view culling for high frame rates.

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Development of Low Altitude Terrain Following System based on TERain PROfile Matching (TERPROM 기반의 저고도 지형추적시스템 개발)

  • Kim, Chong-sup;Cho, In-je;Lee, Dong-Kyu;Kang, Im-Ju
    • Journal of Institute of Control, Robotics and Systems
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    • v.21 no.9
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    • pp.888-897
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    • 2015
  • A flight capability to take a terrain following flight near the ground is required to reduce the probability that a fighter aircraft can be detected by foe's radar fence in the battlefield. The success rate for mission flight has increased by adopting TFS (Terrain Following System) to enable the modern advanced fighter to fly safely near the ground at the low altitude. This system has applied to the state-of-the-art fighter and bomber, such as B-1, F-111, F-16 E/F and F-15, since the research begins from 1960's. In this paper, the terrain following system and GCAS (Ground Collision Avoidance System) was developed, based on a digital database with UTAS's TERPRROM (TERrain PROfile Matching) equipment. This system calculates the relative location of the aircraft in the terrain database by using the aircraft status information provided by the radar altimeter and the INS (Inertial Navigation System), based on the digital terrain database loaded previously in the DTC (Data Transfer Cartridge), and figures out terrain features around. And, the system is a manual terrain following system which makes a steering command cue refer to flight path marker, on the HUD (Head Up Display), for vertical acceleration essential for terrain following flight and enables a pilot to follow it. The cue is based on the recognized terrain features and TCH (Target Clearance Height) set by a pilot in advance. The developed terrain following system was verified in the real-time pilot evaluation in FA-50 HQS (Handling Quality Simulator) environment.

The Information Diffusion Neural Networks for Real-Time Regeneration of 3-D Terrain Elevation Data with Contour Information (등고선 정보로부터 3차원 지형정보의 실시간 복원을 위한 정보 확산 신경회로망)

  • Kim, J.M.;Choi, J.S.;Lim, Y.J.;Kim, H.G.;Kim, H.S.;Kim, S.J.
    • Proceedings of the KIEE Conference
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    • 1995.07b
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    • pp.968-970
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    • 1995
  • The Information Diffusion Neural Networks is proposed to regenerate the 3-dimensional terrain elevation data from contour lines. Contours in paper map are an expression of terrain elevation in highly compressed form. A real time regeneration of terrain data for each grid points from the the contour information is required for various applications. In the proposed neural networks, the elevation information on contours is diffused to neighbor units through updating its output toward that of neighbor units. An interpolation of terrain information is achieved from such computation mechanithm. Terrain data regeneration simulation has been done with sampled terrain data on contour lines.

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Compression of Terrain Data using Integer Wavelet Transform (IWT) and Application on Gravity Terrain Correction (정수웨이블릿변환(IWT)을 이용한 지형 자료의 압축 및 정밀 지형 효과 계산을 위한 활용 방법 고찰)

  • Chung, Hojoon;Lee, Heuisoon;Oh, Seokhoon;Park, Gyesoon;Rim, Hyoungrea
    • Journal of the Korean earth science society
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    • v.34 no.1
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    • pp.69-80
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    • 2013
  • Terrain data is one of important basic data in various areas of Earth science. Recently, finer DEM data is available, which necessary to develop a method that deals with such huge data efficiently. This study was conducted on the lossless compression of DEM data and efficient partial reconstruction of terrain information from compressed data. In this study, we compressed the wavelet coefficients of DEM, obtained from integer wavelet transform (IWT) by entropy encoding. CDF (Cohen-Daubechies-Feauveau) 3.5 wavelet showed the best compression ratio of about 45.4% and the optimum decomposition level was 3. Results also showed that a small region of terrain could be restored from the inverse wavelet transform with a part of the wavelet coefficients that are related to such region instead of whole reconstruction. We discussed the potential applications of the terrain data compression for precise gravity terrain correction.

Precise Terrain Torrection for Gravity Measurement Considering the Earth's Curvature (지구 곡률을 고려한 중력의 정밀 지형보정)

  • Choi, Kwang-Sun;Lee, Young-Cheol;Lim, Mu-Taek
    • Journal of the Korean earth science society
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    • v.28 no.7
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    • pp.825-837
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    • 2007
  • The researchers compiled two sets of digital terrain data released by NORI (National Oceanographic Research Institute, Korea) and NIMA (National Imagery and Mapping Agency, USA) respectively and analyzed a new set of $3"{\times}3"$ gridded terrain data in order to calculate terrain correction value in gravity in and around the Korean Peninsula. Using this new set of terrain data, the researchers developed an effective algorithm to calculate precise terrain correction value in gravity considering Earth's curvature and coded a fortran program to evaluate terrain correction value covering the surface of which the radius reaches up to 166.735 km. The researchers also calculated terrain correction value over the southern part of Korea. According to the statistics of terrain correction value calculated in and around the Korean Peninsula up to 166.735 km of surface radius, the maximum value soars to 56.508 mGal and the mean value is 4.539 mGal.

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.

Characterization of open and suburban boundary layer wind turbulence in 2008 Hurricane Ike

  • Jung, S.;Masters, F.J.
    • Wind and Structures
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    • v.17 no.2
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    • pp.135-162
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    • 2013
  • The majority of experiments to characterize the turbulence in the surface layer have been performed in flat, open expanses. In order to characterize the turbulence in built-up terrain, two mobile towers were deployed during Hurricane Ike (2008) in close proximity, but downwind of different terrain conditions: suburban and open. Due to the significant non-stationarity of the data primarily caused by changes in wind direction, empirical mode decomposition was employed to de-trend the signal. Analysis of the data showed that the along-wind mean turbulence intensity of the suburban terrain was 37% higher than that of the open terrain. For the mean vertical turbulence intensity, the increase for the suburban terrain was as high as 74%, which may have important implications in structural engineering. The gust factor of the suburban terrain was also 16% higher than that of the open terrain. Compared to non-hurricane spectral models, the obtained spectra showed significantly higher energy in low frequencies especially for the open terrain.

Real-Time Terrain Rendering Framework for GIS Applications

  • Kang, Dong-Soo;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Spatial Information System Society
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    • v.11 no.2
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    • pp.73-78
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    • 2009
  • Real-time 3D visualization of terrain data is one of the important issues in GIS(Geographic Information System) field. We present a real-time terrain rendering engine that can use several types of GIS data source such as DEM(Digital Elevation Map), DTED(Digital Terrain Elevation Data) and LIDAR(Light Detection And Ranging). Our rendering engine is a quadtree-based terrain rendering framework with several acceleration modules. This can generate an ocular and binocular image. Also it can be applied to the flight simulation, walk-through simulation and a variety of GIS applications.

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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.

Slope Terrain Analysis According to Geographical Feature and Survey Place Based on Terrestrial LiDAR Data (지상라이다 자료를 이용한 지형특성 및 관측위치에 따른 사면지형분석)

  • Choi, Seung-Pil;Ham, Ju-Hyoung;Kim, Mun-Sup;Yang, In-Tae;Kim, Uk-Nam
    • Journal of Korean Society for Geospatial Information Science
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    • v.18 no.2
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    • pp.63-68
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    • 2010
  • In this study, subject areas with different topographic feature were selected for the purpose of measuring the slope terrain by setting Terrestrial LiDAR in different places. And the slope terrain was analyzed based on three-dimensional raw data obtained through the measurement of slope terrain. With DEM data obtained from five measurement instances with 5mm of scan interval by setting Terrestrial LiDAR on the site 30m away straight from the slope terrain consisting of asphalt, rock, soil, and plants, the slope terrain was analyzed according to topographic feature. In addition, in consideration of changes in setting location that might affect the measured result, this study reviewed the accuracy of measured data obtained from different measurement areas.