Research about visualization of hybrid multi-resolution terrain and vector data

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The hybrid geometry information system which can process vector and terrain data at the same time has become a hot. And one of the key problems is how to render complex vector data over multi-resolution terrain. A key data structure and associated algorithm for the combined display of multi-resolution 3D terrain and 2D curve feature were proposed. Then a performance analysis was made and a conclusion is given.

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... [2] One by one to judge whether the block to meet the resolution of top-level requirements, if met, will insert it into the draw list, or a branch of its four subblocks A, inserted into the test list. [3] Judge whether the list is empty, if empty, the algorithm ended, or else turn to Step 4. [4] One by one to judge whether the list one by one in the sub-block is overlapped with the visible region, if the overlap will insert it into the test list B, otherwise discard them. ...
In 3D scene, introducing the Vector Data, will be enable 3D Terrain with spatial analysis capabilities, And vector data can make up for deficiencies in the performance of 3D terrain data. This paper focuses on the integration, real-time rendering of 2D vector data and 3D terrain. Texture-based means is used to implement vector data mapping in 3D terrain, which can basically meet the requirements of real-time rendering of 3D terrain and the vector data are well display in 3D terrain.
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This paper presents a viewpoint-related fusion method of massive vector data and 3D terrain, in order to superpose the massive 2D vector data onto the undulating multi-resolution 3D terrain precisely and efficiently. First, the method establishes an adaptive hierarchical grid spatial index for vector data. It will determine the geographic spatial relationship between vector data and the tiles of 3D terrain in the visible area; secondly, this method will use the improved sub-pixel graphics engine AggExt to generate textures for vector data that has been bound to terrain tiles in real time; Finally, considering that a large amount of vector data will generate a lot of 2D textures in the computer memory, the method should release the “expired” vector textures. In this paper, in order to take into account the real-time convergence and the smooth interactivity of 3D scenes, this method will adopt a multi-threading strategy. The experimental results show that this method can realize the real-time and seamless fusion of massive vector objects on the 3D terrain, and has a high rendering frame rate. It can also reduce the aliasing produced by traditional texture-based methods and improve the quality of vector data fusion.
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On the basis of an in-depth analysis about the characteristics of the commonly used 3D entity model, a new integration model based on octree and TIN-CSG is put forward for the applications in digital mine. In this model, we use octree data structure to represent the underground entities and CSG model to represent the overground entities. And then with the terrain surface nodes generated in the process of octree decomposition and ground contour lines of buildings as constrained conditions, we construct terrain surface model by constrained Delaunay triangulation. Simulation results show that the integration model possesses the merits of octree, CSG and TIN, and can represent 3D spatial entities in digital mine effectively.
Conference Paper
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