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Automatic path generation for terrain navigation

机译:自动生成路径以进行地形导航

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摘要

Navigation in 3D terrain is considered to be a challenging task and requires virtual camera control skills such as zooming, panning and tilting. Novice users can easily get distracted and disorientated which may result in being lost in space. Solutions for the virtual environment exploration problems are still being researched in order to assist users during their journey inside virtual environments. Among these solutions, assisted camera control techniques require viewpoint computation and path planning. This paper introduces a novel approach to navigate over a 3D terrain using best viewpoints. We exploit the concept of Viewpoint Entropy for best view determination and use Greedy N-Best View Selection for visibility calculations. We integrate road network data to extract regions for detailed visibility analysis in subsections of the terrain. In order to connect the calculated viewpoints, we use an evolutionary programming approach for the Traveling Salesman problem. We present the generated tour using a Google Earth framework. The computed and planned viewpoints in our solution reduce human effort when used as starting points for scene exploration or to generate the representative images of the terrain dataset. The proposed framework can be integrated into 3D game engines or urban visualization systems. This integration gives quickly a glimpse or tour of the environment for novice users without the help of prior planning. Furthermore, terrain visibility used together with road network data and an optimization method for final path construction allows the computed path to be used for large urban area reconnaissance and surveillance tasks with aerial vehicles.
机译:在3D地形中导航被认为是一项艰巨的任务,需要虚拟相机控制技能,例如缩放,平移和倾斜。新手用户很容易分心和迷失方向,这可能会导致空间丢失。虚拟环境探索问题的解决方案仍在研究中,以在用户进入虚拟环境期间提供帮助。在这些解决方案中,辅助摄像机控制技术需要视点计算和路径规划。本文介绍了一种使用最佳视点在3D地形上导航的新颖方法。我们利用视点熵的概念来确定最佳视图,并使用贪婪N最佳视图选择进行可见性计算。我们整合道路网络数据以提取区域,以便在地形的各个子区域中进行详细的可见性分析。为了连接计算出的观点,我们对旅行商问题使用了一种进化编程方法。我们使用Google Earth框架展示生成的导览。当用作场景探索或生成地形数据集的代表性图像的起点时,我们解决方案中计算和规划的视点可以减少人工。所提出的框架可以集成到3D游戏引擎或城市可视化系统中。这种集成使新手用户可以快速浏览或浏览环境,而无需事先计划。此外,地形可视性与道路网络数据一起使用,以及用于最终路径构建的优化方法,使计算出的路径可用于大型市区侦察和空中飞行任务。

著录项

  • 来源
    《Computers & Graphics》 |2012年第8期|1013-1024|共12页
  • 作者单位

    Sabanci University, Universite Caddesi No: 27, Tuzla, 34956 Istanbul, Turkey;

    Sabanci University, Universite Caddesi No: 27, Tuzla, 34956 Istanbul, Turkey;

    Sabanci University, Universite Caddesi No: 27, Tuzla, 34956 Istanbul, Turkey;

  • 收录信息 美国《科学引文索引》(SCI);美国《工程索引》(EI);
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    viewpoint entropy; navigation; virtual environment;

    机译:视点熵导航;虚拟环境;

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