Feldmann, Dirk: Real-time rendering and synthesis of digital surface models using textures of time-varying extension. 2013
Inhalt
- Table of Contents
- Preface
- 1 Introduction
- 2 Background
- 2.1 Digital Surface Models
- 2.2 Images, Photographs and Texture Maps
- 2.3 Aerial Images
- 2.4 Coordinate Systems
- 2.5 Basic Principles of Photogrammetry
- 3 The Flexible Clipmap
- 3.1 Related Work
- 3.2 The Flexible Clipmap
- 3.2.1 Requirements for Handling Spatially Time-Variant Textures
- 3.2.2 The Clipmap
- 3.2.3 Managing Aerial Images by Spatial Indexes
- 3.2.4 Layout Scheme for Tiles
- 3.2.5 Adding and Updating Tiles
- 3.3 Architecture and Implementation Details
- 3.3.1 Caching
- 3.3.2 Tile Arrays
- 3.3.3 Scheduling Tile Updates
- 3.3.4 Tile Map and LOD Calculation
- 3.3.5 Rendering
- 3.4 Performance Analysis
- 3.5 Discussion
- 4 Digital Surface Model Rendering
- 4.1 Related Work
- 4.2 GPU based Single-pass Ray Casting Using Clipmaps
- 4.2.1 Clipmaps for DSM Storage
- 4.2.2 Rendering and Accelerated Ray Traversal
- 4.2.3 LOD-determined Ray Termination
- 4.2.4 Refinement of Block-sampled Heightfield Reconstruction
- 4.2.5 Sampling Color Textures
- 4.3 Performance Results
- 4.4 Discussion
- 5 GPU-based DSM Synthesis
- 5.1 Methods for Stereo Matching
- 5.2 DEM Generation Using Space Sweep
- 5.3 GPU-based Implementation
- 5.4 Color Texture Generation
- 5.5 Improvements of DEM Quality and Results
- 5.5.1 Stereo Matching Errors
- 5.5.2 Smoothening DEM Data
- 5.5.3 Cost Aggregation Over Support Windows
- 5.5.4 Better Half Sequence
- 5.6 Performance Evaluation and Discussion
- 6 Texturing Lateral Surfaces
- 6.1 Complete Color Textures for DSMs
- 6.2 Aspects of Projective Texturing
- 6.3 Implementation and Results
- 6.4 Discussion
- 7 Framework Design
- 7.1 Framework Overview
- 7.2 Flexible Clipmap Implementation
- 7.3 R*-tree Implementation
- 7.4 GPU Programs
- 7.5 Further Implementation Details
- 8 Conclusions
- Appendix A GPU Programs
- Appendix B Additional UML Diagrams
- Bibliography
- List of Acronyms
