In our thesis, we developed a prototype of an interactive 3D terrain visualization of Slovenia. We merged LiDAR data in form of height maps with orthophoto images, which were downloaded from the Slovenian Environment Agency's servers. We developed the prototype in Unity3D with programming language C#.ududFor successful interactive visualization, we implemented multiple support systems. We divided the terrain into tiles. Each tile consists of metadata and terrain. The terrain was generated from height maps and ortophoto images. For correct alignment, we implemented an offset alignment system and control point system.ududBecause of a high number of tiles, we implemented a level of detail system. The closer the camera is to the terrain, the higher resolution tiles are loaded and shown. The system also helped us with better memory management, as there are fewer tiles loaded in the memory. Tiles are linked together into a hierarchy, which is managed by a data structure called TreeStructure, which is grouping tiles into 3$imes$3 grid.ududImages were loaded and processed asynchronously, via coroutines, which helped us maintain a responsive user interface. ududFor additional performance gains, all images were converted to a proprietary format, which enabled us to use faster Unity functions.
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机译:在我们的论文中,我们开发了斯洛文尼亚交互式3D地形可视化的原型。我们将LiDAR数据以高度图的形式与正射影像进行了合并,正射影像可从斯洛文尼亚环境局的服务器下载。我们使用编程语言C #。 ud ud在Unity3D中开发了原型为了成功进行交互式可视化,我们实现了多个支持系统。我们将地形分为瓷砖。每个图块均由元数据和地形组成。地形是从高度图和正射影像生成的。为了正确对齐,我们实现了偏移对齐系统和控制点系统。 ud ud由于存在大量图块,因此我们实现了详细级别系统。相机距离地形越近,加载和显示的分辨率越高。该系统还帮助我们改善了内存管理,因为在内存中加载的磁贴较少。将图块链接到一个层次结构中,该层次结构由称为TreeStructure的数据结构管理,该结构将图块分组为3 $ times $ 3网格。 ud ud图像通过协程异步加载和处理,这有助于我们保持响应用户接口。 ud ud为了获得更高的性能,所有图像均被转换为专有格式,这使我们能够使用更快的Unity功能。
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