Short Communication
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Year 2016, , 34 - 38, 01.10.2016
https://doi.org/10.26833/ijeg.285223

Abstract

References

  • Blue Marble Geographics, 2016. Global Mapper TM, http://www.bluemarblegeo.com/products/global-mapper.php. (Accessed 30 April 2016).
  • Presagis, 2016a. Creator 15, http://www.presagis.com/products_services/products/modeling-simulation/content_creation/creator/#features. (Accessed 15 April 2016).
  • Presagis, 2016b. Overview, http://www.presagis.com/products_services/products/modeling-simulation/visualization/vega_prime#overview. (Accessed 2016 April 5).
  • Schmiade, T., 2008. Adaptive GPU-based terrain rendering, U. o. Siegen, Ed., Master's Thesis Computer Graphics Group.
  • Smelik R. M., De Kraker, K. J., Tutenel, T., Bidarra R. and S. A. Groenewegen, S.A., 2009. A survey of procedural methods for terrain modelling, Proceedings of the CASA Workshop on 3D Advanced Media In Gaming And Simulation (3AMIGAS).
  • Tariq, S., 2009. D3D11 tessellation, in Game Developers Conference. Session: Advanced Visual Effects with Direct3D for PC.

Accuracy of 3D (three-dimensional) terrain models in simulations

Year 2016, , 34 - 38, 01.10.2016
https://doi.org/10.26833/ijeg.285223

Abstract

The usage of realistic three-dimensional (3D) polygon terrain models
with multiple levels of detail (LOD) is becoming widespread in popular
applications like computer games or simulations, as it offers many advantages.
These models, which represent an actual location in the world, are essential
for the simulation-based training of military vehicles like planes, helicopters
or tanks. Because training scenarios on this kind of simulations are used to
observe or to hit a target on the modeled location. In addition to that,
driving the behavior of terrestrial vehicles is influenced by the terrain
properties like slopes, ramps, hitches, etc. because of the direct interaction
with the ground. For this reason, the terrain models in the simulation scene
should not only display the textures realistically, but also represent an
accurate morphology; meaning the terrain altitudes should be modeled as correct
as possible. Such terrain representations can be created by using Digital
Terrain Model (DTM) for the geometry and satellite images for texturing. The
geometry models are in the form of polygonal meshes through the triangulation
methods. However, the accuracy is influenced by some parameters. Using insufficient
(under-refined) triangles during the 3D modeling causes missing of some
altitude vertices. That means these points will not be present in the model.
Consequently, it can be thought that the number of triangles should be
increased for a better geometrical fidelity. Nevertheless, it is not always
correct as the usage of too much (over-refined) triangles can also cause
errors, especially in terrains with almost vertical faces (like cliffs). In
addition to that, the performance of the system deteriorates drastically
through the increase in the number of triangles, as the computational
complexity is also getting higher.

References

  • Blue Marble Geographics, 2016. Global Mapper TM, http://www.bluemarblegeo.com/products/global-mapper.php. (Accessed 30 April 2016).
  • Presagis, 2016a. Creator 15, http://www.presagis.com/products_services/products/modeling-simulation/content_creation/creator/#features. (Accessed 15 April 2016).
  • Presagis, 2016b. Overview, http://www.presagis.com/products_services/products/modeling-simulation/visualization/vega_prime#overview. (Accessed 2016 April 5).
  • Schmiade, T., 2008. Adaptive GPU-based terrain rendering, U. o. Siegen, Ed., Master's Thesis Computer Graphics Group.
  • Smelik R. M., De Kraker, K. J., Tutenel, T., Bidarra R. and S. A. Groenewegen, S.A., 2009. A survey of procedural methods for terrain modelling, Proceedings of the CASA Workshop on 3D Advanced Media In Gaming And Simulation (3AMIGAS).
  • Tariq, S., 2009. D3D11 tessellation, in Game Developers Conference. Session: Advanced Visual Effects with Direct3D for PC.
There are 6 citations in total.

Details

Primary Language English
Journal Section Articles
Authors

Canan Yemenicioglu This is me

Sinasi Kaya

Dursun Zafer Seker

Publication Date October 1, 2016
Published in Issue Year 2016

Cite

APA Yemenicioglu, C., Kaya, S., & Seker, D. Z. (2016). Accuracy of 3D (three-dimensional) terrain models in simulations. International Journal of Engineering and Geosciences, 1(1), 34-38. https://doi.org/10.26833/ijeg.285223
AMA Yemenicioglu C, Kaya S, Seker DZ. Accuracy of 3D (three-dimensional) terrain models in simulations. IJEG. October 2016;1(1):34-38. doi:10.26833/ijeg.285223
Chicago Yemenicioglu, Canan, Sinasi Kaya, and Dursun Zafer Seker. “Accuracy of 3D (three-Dimensional) Terrain Models in Simulations”. International Journal of Engineering and Geosciences 1, no. 1 (October 2016): 34-38. https://doi.org/10.26833/ijeg.285223.
EndNote Yemenicioglu C, Kaya S, Seker DZ (October 1, 2016) Accuracy of 3D (three-dimensional) terrain models in simulations. International Journal of Engineering and Geosciences 1 1 34–38.
IEEE C. Yemenicioglu, S. Kaya, and D. Z. Seker, “Accuracy of 3D (three-dimensional) terrain models in simulations”, IJEG, vol. 1, no. 1, pp. 34–38, 2016, doi: 10.26833/ijeg.285223.
ISNAD Yemenicioglu, Canan et al. “Accuracy of 3D (three-Dimensional) Terrain Models in Simulations”. International Journal of Engineering and Geosciences 1/1 (October 2016), 34-38. https://doi.org/10.26833/ijeg.285223.
JAMA Yemenicioglu C, Kaya S, Seker DZ. Accuracy of 3D (three-dimensional) terrain models in simulations. IJEG. 2016;1:34–38.
MLA Yemenicioglu, Canan et al. “Accuracy of 3D (three-Dimensional) Terrain Models in Simulations”. International Journal of Engineering and Geosciences, vol. 1, no. 1, 2016, pp. 34-38, doi:10.26833/ijeg.285223.
Vancouver Yemenicioglu C, Kaya S, Seker DZ. Accuracy of 3D (three-dimensional) terrain models in simulations. IJEG. 2016;1(1):34-8.