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城市空间二维信息系统与三维虚拟场景一体化研究与应用——BDA城市三维信息系统的设计与实现 总被引:5,自引:0,他引:5
利用二维平面地图来表示多维世界,是人类认识世界改造世界发展史上产生的一次伟大的飞跃。现阶段二维地理信息系统和三维虚拟现实系统各自具有优缺点,将二者结合解决各自的不足之处,即可实现二维地理信息系统的宏观性、整体性和三维虚拟场景系统的现实性、直观性等的优势互补,克服二维地理信息系统的符号抽象性和三维虚拟现实漫游时的“迷失”。在北京经济技术开发区的城市三维信息系统建设中有效实现了二者的集成与应用。 相似文献
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《International Journal of Digital Earth》2013,6(1):28-50
Abstract With the proposition of the Digital Earth (DE) concept, Virtual Geographic Information System (VGIS) has started to play the role of a Digital Earth prototype system. Many core problems involved in VGIS, such as out-of-core management and interactive rendering of very large scale terrain and image data, have been well studied in the past decades. However, the jitter problem, a common problem in VGIS that often causes annoying visual artefacts and deteriorates the output image quality, draws little attention. In this paper, after an intensive analysis of the jitter problem, a comprehensive framework is proposed to address such a problem while accounting for the characteristics of different data types in VGIS, such as terrain or ocean mesh data, vector data and 3-D model data. Specifically, this framework provides an improved dynamic local coordinate system (DLCS) method for terrain or ocean mesh data. For vector data, the framework provides a simple and effective multiple local coordinate systems (MLCS) method. The framework provides a MLCS method for 3-D model data making full use of the existing local coordinate system of the model. The advantages of the proposed methods over current approaches are analysed and highlighted through case studies involving large GIS datasets. 相似文献
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《International Journal of Digital Earth》2013,6(1):65-77
Abstract Collision detection is an important component in simulation applications which are based on virtual geographic information system (VGIS). In this paper, an effective collision detection algorithm for multiple objects in VGIS, VGIS-COLLIDE, is presented. The algorithm firstly integrates existing quadtree, which is the global hierarchical structure of VGIS, with axis-aligned bounding box of object to perform the broad-phase of collision detection. After that, exact collision detection between two objects which have passed the broad-phase of collision detection is performed. The algorithm makes no assumption about input primitives or object's motion and is directly applicable to all triangulated models. It can be applicable to both rigid and deformable objects without preprocessing. The performance of the algorithm has been demonstrated in several environments consisting of a high number of objects with hundreds of thousands of triangles. 相似文献
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