• Title/Summary/Keyword: terrain information

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Generation of Realistic Terrain Based on LOD Simplification and Fractal

  • Min, Hu;Zhen, Wang
    • International Journal of CAD/CAM
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    • v.8 no.1
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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.

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.

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

  • Sangkun, Park
    • Journal of Institute of Convergence Technology
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    • v.12 no.1
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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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    • v.13 no.3
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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.

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

  • Kim, Jong-Hyuk;Choy, Yoon-Chul;Koh, Kyun
    • Journal of KIISE:Computer Systems and Theory
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    • v.28 no.10
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    • pp.499-506
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    • 2001
  • Terrain Following means that a mobile object, such a user's avatar, must follow terrain, remaining in contact with the ground at all times in virtual environments. This makes a virtual environment have the effects of gravity. Terrain Following is often done using collision detection: however this is inefficient, because general collision detection solves a problem that is inherently more complex than merely determining terrain contact points. Many virtual environments avoid the expense by utilizing a flat terrain with a constant altitude everywhere. This makes a terrain following trivial, but lacks realism. This paper provides as algorithm and a data structure for a terrain following using a neighboring area search as a way to search neighboring polygons. Because this algorithm uses a pre-processing step that stores the terrain polygons for calculating, it results in reducing overheads to workstations that is used to construct and maintain a virtual environment. Consequently, workstation can be used to apply not only a terrain following but also other things.

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

  • Lee, ChungJae;Kim, JongBum;Kim, Ki-Il
    • IEMEK Journal of Embedded Systems and Applications
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    • v.9 no.1
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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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    • v.15 no.4
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    • pp.363-370
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    • 2007
  • This study has been carried for the development of the basic algorithm of helicopter navigation system based on TRN (Terrain Referenced Navigation) with information input from the GPS. The helicopter determines flight path due to Origination-Destination analysis on the Cartesian coordinate system of 3-D DTM. This system shows 3-D mesh map and the O-D flight path profile for the pilot's acknowledgement of the terrain, at first. The system builds TCF (terrain clearance floor) far the buffer zone upon the surface of ground relief to avid the ground collision. If the helicopter enters to the buffer zone during navigation, the real-time warning message which commands to raise the body pops up using Matlab menu. While departing or landing, control of the height of the body is possible. At present, the information (x, y, z coordinates) from the GPS is assumed to be input into the system every 92.8 m of horizontal distance while navigating along flight path. DTM of 3" interval has been adopted from that which was provided by ChumSungDae Co., Ltd..

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

  • Lee, Hyung-Seok
    • Journal of the Korean Association of Geographic Information Studies
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    • v.9 no.1
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    • pp.127-136
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    • 2006
  • Shaded relief is used in the analysis of digital terrain model, but accurate shadow zone has not been affirmed on account of idea only shadow of terrain that would be in shadow are shaded. This study is to analyze each display difference of a digital terrain model by grasping the shadow characteristics of terrain and comparing shaded relief function used terrain display of GIS with a rendering technique. After terrain with road in subject area is selected and created to digital terrain model of TIN, shaded relief and rendering according to altitude and azimuth of the sun at 9:00 am and 3:00 pm is applied. As the results, only backward portions of the terrain that is in shadow from the sunlight are shaded in case of shaded relief. The rendering created the shadow, which is cast by terrain features. By these mutual comparison, this study represented data for understanding of shaded relief. And it is expected that the rendering method could be used to analyze sunshine influence.

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

  • Park, Byoung-Gon;Kim, Ja-Young;Lee, Ji-Hong
    • The Journal of Korea Robotics Society
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    • v.7 no.3
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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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    • v.19 no.3
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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.