Interactive 3D landscape on line (Articolo in rivista)

Type
Label
  • Interactive 3D landscape on line (Articolo in rivista) (literal)
Anno
  • 2011-01-01T00:00:00+01:00 (literal)
Alternative label
  • Fanini B., Calori L., Ferdani D., Pescarin S. (2011)
    Interactive 3D landscape on line
    in The international archives of the photogrammetry, remote sensing and spatial information sciences (CD-ROM)
    (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#autori
  • Fanini B., Calori L., Ferdani D., Pescarin S. (literal)
Pagina inizio
  • 453 (literal)
Pagina fine
  • 459 (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#url
  • http://www.int-arch-photogramm-remote-sens-spatial-infsci.net/XXXVIII-5-W16/453/2011/isprsarchives-XXXVIII-5-W16-453-2011.html (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#numeroVolume
  • XXXVIII (literal)
Rivista
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#numeroFascicolo
  • 5 (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#affiliazioni
  • CNR-ITABC, CINECA (literal)
Titolo
  • Interactive 3D landscape on line (literal)
Abstract
  • The paper describes challenges identified while developing browser embedded 3D landscape rendering applications, our current approach and work-flow and how recent development in browser technologies could affect. All the data, even if processed by optimization and decimation tools, result in very huge databases that require paging, streaming and Level-of-Detail techniques to be implemented to allow remote web based real time fruition. Our approach has been to select an open source scene-graph based visual simulation library with sufficient performance and flexibility and adapt it to the web by providing a browser plug-in. Within the current Montegrotto VR Project, content produced with new pipelines has been integrated. The whole Montegrotto Town has been generated procedurally by CityEngine. We used this procedural approach, based on algorithms and procedures because it is particularly functional to create extensive and credible urban reconstructions. To create the archaeological sites we used optimized mesh acquired with laser scanning and photogrammetry techniques whereas to realize the 3D reconstructions of the main historical buildings we adopted computer-graphic software like blender and 3ds Max. At the final stage, semi-automatic tools have been developed and used up to prepare and clusterise 3D models and scene graph routes for web publishing. Vegetation generators have also been used with the goal of populating the virtual scene to enhance the user perceived realism during the navigation experience. After the description of 3D modelling and optimization techniques, the paper will focus and discuss its results and expectations. (literal)
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