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Feldmann, Dirk: Real-time rendering and synthesis of digital surface models using textures of time-varying extension. 2013
Inhalt
Table of Contents
Preface
1 Introduction
2 Background
2.1 Digital Surface Models
2.1.1 Representing DSMs
2.2 Images, Photographs and Texture Maps
2.2.1 Images
2.2.2 Texture Maps
2.2.3 Representing Images and Textures
2.3 Aerial Images
2.3.1 Classification of Aerial Images
2.3.2 Aerial Image Acquisition
2.3.3 The AVIGLE Project
2.4 Coordinate Systems
2.5 Basic Principles of Photogrammetry
2.5.1 Perspective Projection
2.5.2 Camera Parameters
2.5.3 Image Properties
3 The Flexible Clipmap
3.1 Related Work
3.2 The Flexible Clipmap
3.2.1 Requirements for Handling Spatially Time-Variant Textures
3.2.2 The Clipmap
3.2.3 Managing Aerial Images by Spatial Indexes
3.2.4 Layout Scheme for Tiles
3.2.5 Adding and Updating Tiles
3.3 Architecture and Implementation Details
3.3.1 Caching
3.3.2 Tile Arrays
3.3.3 Scheduling Tile Updates
3.3.4 Tile Map and LOD Calculation
3.3.5 Rendering
3.4 Performance Analysis
3.4.1 Evaluation Setup
3.4.2 Results
3.5 Discussion
4 Digital Surface Model Rendering
4.1 Related Work
4.2 GPU based Single-pass Ray Casting Using Clipmaps
4.2.1 Clipmaps for DSM Storage
4.2.2 Rendering and Accelerated Ray Traversal
4.2.3 LOD-determined Ray Termination
4.2.4 Refinement of Block-sampled Heightfield Reconstruction
4.2.5 Sampling Color Textures
4.3 Performance Results
4.3.1 Evaluation Setup and Results
4.3.2 Performance with Surface Refinement
4.4 Discussion
5 GPU-based DSM Synthesis
5.1 Methods for Stereo Matching
5.1.1 Matching Cost Functions
5.1.2 Cost Aggregation and Support Window Size
5.2 DEM Generation Using Space Sweep
5.2.1 Input Image Selection
5.3 GPU-based Implementation
5.3.1 Program Setup
5.3.2 Program Execution
5.4 Color Texture Generation
5.5 Improvements of DEM Quality and Results
5.5.1 Stereo Matching Errors
5.5.2 Smoothening DEM Data
5.5.3 Cost Aggregation Over Support Windows
5.5.4 Better Half Sequence
5.6 Performance Evaluation and Discussion
5.6.1 Discussion
6 Texturing Lateral Surfaces
6.1 Complete Color Textures for DSMs
6.2 Aspects of Projective Texturing
6.2.1 Aerial Image Selection
6.2.2 Occlusions Between Lateral Surfaces
6.2.3 Multiple Projections
6.3 Implementation and Results
6.3.1 Results
6.4 Discussion
7 Framework Design
7.1 Framework Overview
7.2 Flexible Clipmap Implementation
7.2.1 Multithreading
7.2.2 Communication in Response to the Insertion of Aerial Images
7.3 R*-tree Implementation
7.4 GPU Programs
7.4.1 DSM Rendering
7.4.2 DSM Synthesis
7.5 Further Implementation Details
8 Conclusions
Appendix A GPU Programs
A.1 Flexible Clipmap Shaders
A.2 DSM Synthesis Shaders
Appendix B Additional UML Diagrams
Bibliography
List of Acronyms