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Polygons, Point-Clouds, and Voxels, a Comparison of High-Fidelity Terrain Representations

机译:多边形,点云和体素,比较高保真地形表示

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摘要

Polygonal representations have proven to be an efficient means of representing terrain environments at current levels of fidelity. Regular Triangulated Networks (RTNs) are a computationally-efficient means of capturing all posts in an elevation raster, while Triangulated Irregular Networks (TINs) can provide a more natural terrain appearance with fewer polygons. Both of these representations have done well at modeling terrain from sensor data with 1-meter or larger ground separation distance, but what happens when such data are available at decimeter, centimeter, or even sub-centimeter resolution? Is there a "cross-over" point where non-polygonal representations can capture 3D gridded earth measurements with less storage, and/or in a manner conducive to faster queries or rendering? This paper will compare the effectiveness of polygons, point-clouds, and voxels at representing ultra-high resolution terrain environments. We will compare the storage footprint of a high-resolution terrain data set in point-cloud, polygonal, voxel-grid, sparse voxel and octree voxel forms. modeling and simulation.
机译:多边形表示已被证明是代表当前保真​​度水平的地形环境的有效手段。常规三角形网络(RTNS)是捕获高程栅格中的所有帖子的计算上有效的手段,而三角形的不规则网络(罐子)可以提供更自然的地形外观,具有更少的多边形。这两个表示都在从带有1米或更大的地面分离距离的传感器数据建模的地形上进行了良好的,但是当这些数据在排比,厘米或甚至亚厘米分辨率上使用时会发生什么?是否存在“交叉”点,其中非多边形表示可以用较少的存储和/或利于更快的查询或渲染的方式捕获3D网格地的地球测量?本文将比较多边形,点云和体素在代表超高分辨率地形环境方面的有效性。我们将比较点云,多边形,体素 - 网格,稀疏体素和八簧体素形式中的高分辨率地形数据集的存储空间。建模与仿真。

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