首页> 外文会议>International Society for Photogrammetry and Remote Sensing Commission Technical Commission Symposium >SMOOTH TRANSITION BETWEEN 2D AND 3D DIGITAL ATLAS VISUALIZATION USING COMPUTER GAME TECHNOLOGY
【24h】

SMOOTH TRANSITION BETWEEN 2D AND 3D DIGITAL ATLAS VISUALIZATION USING COMPUTER GAME TECHNOLOGY

机译:使用计算机游戏技术的2D和3D数字地图集可视化的平滑过渡

获取原文

摘要

3D visualization is acknowledged as being an important and useful aspect of digital atlases and has been consequently implemented in the last years. Nevertheless, there is still a potential for significant improvements. One challenging research topic is the seamless integration of 2D and 3D navigation possibilities. Recently, computer game technology has been recognized as an interesting research field also for 3D cartography. In particular, computer game technology offers the possibility to generate 3D virtual terrains navigable in real time and at low costs. The Institute of Cartography of ETH Zurich is currently involved in the development of the ATLAS OF SWITZERLAND 3.0 and is a consortium member in the EU FP7 project 80 Days - around an inspiring virtual learning world in eighty days. Following the specific interests of the two projects, it has been decided to implement Atlexicon, an elementary digital atlas based on computer game technology. This application allows to freely explore thematic raster maps in real time. Simultaneously, additional attribute information is shown through specifically designed 3D symbols. By changing the viewing angle of the camera used for rendering, it is possible to shift from 2D to 3D visualization without loading time interruptions or abrupt modality switches. By implementing Atlexicon we achieved two different goals: On the one side the possibility of re-using game-assets and learning resources for the realization of digital educational products can be shown. Due to the currently high level of costs for developing immersive digital educational products, its reduction through re-utilization of resources and assets will facilitate the employment of digital games for educational purposes. On the other side the adoption of computer game technology for cartographic purposes can be tested. This allows the formulation of considerations and recommendations for the future use of this technology in the development of 3D digital atlases.
机译:3D可视化被认为是数字atlases的一个重要而有用的方面,并因此在过去几年实施。尽管如此,仍有潜力的重大改善。一个具有挑战性的研究主题是2D和3D导航可能性的无缝集成。最近,计算机游戏技术已被认为是3D制图的一个有趣的研究领域。特别是,计算机游戏技术提供了在实时和低成本中生成可导航的3D虚拟地形的可能性。 Eth苏黎世的制图研究所目前参与了瑞士3.0地图集的发展,是欧盟FP7项目中的一个联盟成员80天 - 在八十天内激动人心的虚拟学习世界。遵循这两个项目的具体利益,已经决定基于计算机游戏技术的基本数字地图集实施Atlexicon。此应用程序允许实时自由探索主题光栅映射。同时,通过专门设计的3D符号示出了附加属性信息。通过改变用于渲染的相机的视角,可以从2D转换到3D可视化而不加载时间中断或突然的模态交换机。通过实施atleicon,我们实现了两种不同的目标:在一方面,可以获得重新使用游戏资产和学习资源来实现数字教育产品的可能性。由于目前开发沉浸式数字教育产品的高度成本,通过再利用资源和资产的降低将促进数字游戏的雇用以获得教育目的。另一方面,可以测试用于制图目的的计算机游戏技术。这允许制定用于未来在3D数字地图集开发中的未来使用这项技术的考虑和建议。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号