• 제목/요약/키워드: terrain information

검색결과 746건 처리시간 0.031초

Generation of Realistic Terrain Based on LOD Simplification and Fractal

  • Min, Hu;Zhen, Wang
    • International Journal of CAD/CAM
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    • 제8권1호
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    • pp.37-40
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    • 2009
  • Based on the study of Digital Elevation Simplification Model and fractal theory, this paper put forward a new method to simulate complex terrain. That use simplified DEM data to construct terrain frame based on the quad tree at first, and then use fractal to generate the details of every node of the tree. In the process of construction, the LOD theory is used to simplify the terrain and get its typical data. According to the change of view position and direction, the paper gives a new way to judge the visibility of the surface patch. Experimental results show that this algorithm is simple, efficient and supports the real time dynamic simulation of terrain model.

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

  • 박상현;홍기호;원진희;허용석
    • 한국멀티미디어학회논문지
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    • 제22권9호
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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.

노이즈 함수 및 높이맵을 이용한 3차원 지형 메쉬의 생성 (Generation of 3D Terrain Mesh Using Noise Function and Height Map)

  • 박상근
    • 융복합기술연구소 논문집
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    • 제12권1호
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    • pp.1-5
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    • 2022
  • This paper describes an algorithm for generating a terrain using a noise function and a height map as one of the procedural terrain generation methods. The polygon mesh data structure to represent the generated terrain concisely and render it is also described. The Perlin noise function is used as the noise technique for terrain mesh, and the height data of the terrain is generated by combining the four noise waves. In addition, the terrain height information can be also obtained from actual image data taken from the satellite. The algorithm presented in this paper generates the geometry part of the polygon topography from the height data obtained, and generated a material for texture mapping with two textures, that is, a diffuse texture and a normal texture. The validity of the terrain method proposed in this paper is verified through application examples, and its possibility can be confirmed through performance verification.

Wind tunnel modeling of flow over mountainous valley terrain

  • Li, C.G.;Chen, Z.Q.;Zhang, Z.T.;Cheung, J.C.K.
    • Wind and Structures
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    • 제13권3호
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    • pp.275-292
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    • 2010
  • Wind tunnel experiments were conducted to investigate the wind characteristics in the mountainous valley terrain with 4 simplified valley models and a 1:500 scale model of an existing valley terrain in the simulated atmospheric neutral boundary layer model. Measurements were focused on the mean wind flow and longitudinal turbulence intensity. The relationship between hillside slopes and the velocity speed-up effect were studied. By comparing the preliminary results obtained from the simplified valley model tests and the existing terrain model test, some fundamental information was obtained. The measured results indicate that it is inappropriate to describe the mean wind velocity profiles by a power law using the same roughness exponent along the span wise direction in the mountainous valley terrain. The speed-up effect and the significant change in wind direction of the mean flow were observed, which provide the information necessary for determining the design wind speed such as for a long-span bridge across the valley. The longitudinal turbulence intensity near the ground level is reduced due to the speed-up effect of the valley terrain. However, the local topographic features of a more complicated valley terrain may cause significant perturbation to the general wind field characteristics in the valley.

Terrain Following을 위한 인접지역 탐색 알고리즘 (A Neighboring Area Search Algorithm for Terrain Following)

  • 김종혁;최윤철;고견
    • 한국정보과학회논문지:시스템및이론
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    • 제28권10호
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    • pp.499-506
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    • 2001
  • Terrain Following이란 가상환경 내에서 지형의 표면을 이동할 때 지형의 모양에 따라 자연스럽게 지표 위를 이동할 수있게 하는것으로 가상환경내에서 중력의 효과를 실현해 주는 기술이다. Terrain Following 을 하기 위한 전통적인 접근 방법은 충돌감지(Collision Detection)알고리즘을 이용한 것이지만, 일 거인 충돌감지 알고리즘은 Terrain Following에 적용시키는 것은 계산에 드는 시간 비용이 너무 크다. 이러한 어려움 때문에 많은 가상환경 및 시뮬레이션 분야에서는 높이(z)가 일정한 지형을 사용함으로써 이러한 문제들을 회피하고 있는 실정이다. 이에 본 논문에서는 네비게이션시 발생하는 근접성(Locality)에 기반한 인접지역 탐색(Neighboring Area Search ) 기법을 사용하여 Terrain Following 알고리즘의 수행 시간을 단축시켜 Terrain Following 을 적용시키는데 발생하는 부하를 줄일 수 있는 알고리즘의제시를 목적으로 한다. 이는 Terrain Following 기법 자체의 속도 향상을 기대할수 있고 동시에 Terrain Following을 구현하고 유지하는데 드는 부하를 줄임으로써 가상현상을 구축하는데 사용되는 웨크스테이션을 Terrain Following 이외에 다른 부분의 구현에 이용할 수 있는 부가적 효과를 가져다 줄수 있다. 줄수 있다.

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항공 시뮬레이터를 위한 OpenSceneGraph기반의 고도 정보 구현 방안 (Implementation of Altitude Information for Flight Simulator in OpenSceneGraph)

  • 이충재;김종범;김기일
    • 대한임베디드공학회논문지
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    • 제9권1호
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    • pp.11-16
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    • 2014
  • When it comes to develop flight simulator, HAT (Height Above Terrain) is required to provide altitude information to the pilot who learns how to control an airplane in landing and takeoff situation. However, there might be inconsistent problem between real terrain and simulation information since current implementation of HAT simply depends on center of gravity point on the airplane. To overcome mentioned problem, in this paper, we propose how to obtain more accurate altitude information than existing scheme by making use of HAT and HOT (Height Of Terrain) information of landing equipments according to movement of the airplane. Moreover, we demonstrate the accuracy of the proposed scheme through new flight simulator developed through OSG(OpenSceneGraph) by taking example of terrain information for domestic airport.

A Simulation of 3-D Navigation System of the Helicopter based on TRN Using Matlab

  • Kim, Eui-Hong;Lee, Hong-Ro
    • Spatial Information Research
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    • 제15권4호
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    • pp.363-370
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    • 2007
  • 본 연구는 지형참조항법(TRN; Terrain Referenced Navigation)에 근거하는 헬리콥터 항법 시스템을 위한 기본 알고리즘을 개발하기 위해 수행되었다. 현재 본 연구에 위성 항법장치(GPS; Global Positioning System)로부터의 정보(X, Y, Z 좌표)는 비행체가 항로를 비행하는 중 매 92.8m의 수평거리로 환산하여 수신되는 것으로 가정하였다. 비행체는 3차원 직교 좌표 체계(Cartesian coordinate system)로 표현되는 수치지형모델(DTM; Digital Terrain Model)상에서 시점(Origination)-종점(Destination) 분석 기법에 의해 항로를 결정한다. 본 시스템은 우선 조종사에게 지형의 사전 인식을 위해 시점-종점 주변 3차원 지형도와 항로의 종단면도를 보여준다. 본 시스템은 직접적인 지상 충돌을 피하기 위해 지형 여유 층면(terrain clearance floor)의 개념을 도입, 기복 지형 표면에 일정 높이의 완충 공간을 설정한다. 만약 비행체가 항행 중 완충 공간에 접근하게 되면 본 시스템은 실시간으로 즉시 경고음과 메시지를 발한다(Matlab 메뉴를 사용하였음). 물론 헬리콥터의 이착륙 시에는 불필요한 경고를 발생시키지 않기 위해 완충 공간 조정은 가능하다. 수치지형모델은 (주)첨성대가 확보하고 있는 3초 간격의 DTM을 채택, 작성하였다.

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GIS 음영기복과 렌더링의 비교에 의한 수치지형모형의 표현 분석 (Analysis of Digital Terrain Model Display by Comparison of GIS Shaded Relief and Rendering)

  • 이형석
    • 한국지리정보학회지
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    • 제9권1호
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    • pp.127-136
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    • 2006
  • 수치지형모형을 시각적으로 분석하는데 있어 음영기복을 사용하고 있지만 지형의 음영 표현만을 생각하는 경우가 있어 정확한 그림자 범위를 확인하지 않고 있다. 본 연구는 GIS의 지형 표현에 사용되는 음영기복 기능을 렌더링과 비교하여 지형의 그림자 특성을 파악함으로써 각각 나타나는 수치지형모형상의 표현 차이를 분석하였다. 도로가 있는 지형으로 실험 대상지역을 선정하여 불규칙삼각망의 수치지형모형을 생성한 후 09시와 15시의 시간대별 태양의 방위각 및 고도에 따른 음영기복과 렌더링 기법을 적용하였다. 그 결과 음영기복은 태양의 광선을 받는 지형지물의 뒷부분만 어두운 상태로 나타났고, 렌더링을 통하여 투영된 그림자가 생성됨을 알 수 있었다. 이 상호 비교를 통해 음영기복을 이해할 수 있는 자료로 제시할 수 있으며, 렌더링 기법은 지형지물의 일조 분석 등에 효과적으로 사용될 수 있을 것으로 기대된다.

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접촉식 센서 데이터를 이용한 지질 특성 추출 및 지질 분류 (Terrain Feature Extraction and Classification using Contact Sensor Data)

  • 박병곤;김자영;이지홍
    • 로봇학회논문지
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    • 제7권3호
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    • pp.171-181
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    • 2012
  • Outdoor mobile robots are faced with various terrain types having different characteristics. To run safely and carry out the mission, mobile robot should recognize terrain types, physical and geometric characteristics and so on. It is essential to control appropriate motion for each terrain characteristics. One way to determine the terrain types is to use non-contact sensor data such as vision and laser sensor. Another way is to use contact sensor data such as slope of body, vibration and current of motor that are reaction data from the ground to the tire. In this paper, we presented experimental results on terrain classification using contact sensor data. We made a mobile robot for collecting contact sensor data and collected data from four terrains we chose for experimental terrains. Through analysis of the collecting data, we suggested a new method of terrain feature extraction considering physical characteristics and confirmed that the proposed method can classify the four terrains that we chose for experimental terrains. We can also be confirmed that terrain feature extraction method using Fast Fourier Transform (FFT) typically used in previous studies and the proposed method have similar classification performance through back propagation learning algorithm. However, both methods differ in the amount of data including terrain feature information. So we defined an index determined by the amount of terrain feature information and classification error rate. And the index can evaluate classification efficiency. We compared the results of each method through the index. The comparison showed that our method is more efficient than the existing method.

Pedestrian Navigation System in Mountainous non-GPS Environments

  • Lee, Sungnam
    • Journal of information and communication convergence engineering
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    • 제19권3호
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    • pp.188-197
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    • 2021
  • In military operations, an accurate localization system is required to navigate soldiers to their destinations, even in non-GPS environments. The global positioning system is a commonly used localization method, but it is difficult to maintain the robustness of GPS-based localization against jamming of signals. In addition, GPS-based localization cannot provide important terrain information such as obstacles. With the widespread use of embedded sensors, sensor-based pedestrian tracking schemes have become an attractive option. However, because of noisy sensor readings, pedestrian tracking systems using motion sensors have a major drawback in that errors in the estimated displacement accumulate over time. We present a group-based standalone system that creates terrain maps automatically while also locating soldiers in mountainous terrain. The system estimates landmarks using inertial sensors and utilizes split group information to improve the robustness of map construction. The evaluation shows that our system successfully corrected and combined the drift error of the system localization without infrastructure.