An integrated TIN and Grid method for constructing multi‐resolution digital terrain models

Bisheng Yang, Wenzhong Shi, Q. Li

International Journal of Geographical Information Systems · 2005 · 45 citations · 41 references

Concepts

TL;DR

Multi‑resolution terrain models accelerate 3‑D visualizations in GIS by efficiently representing terrain at varying detail levels. The study proposes a new model for constructing multi‑resolution terrain models within a 3‑D GIS. The model represents terrain using both Triangulated Irregular Networks and regular grids, defines formal concepts, outlines a construction methodology, analyzes error to preserve key features, and evaluates performance through experiments. Experiments show the model achieves lower time cost while preserving important features, and it markedly speeds up 3‑D walking/flying rendering compared to prior algorithms.

Abstract

Multi‐resolution terrain models are an efficient approach to improve the speed of three‐dimensional (3D) visualizations, especially for terrain visualization in Geographical Information Systems (GIS). As a further development to existing algorithms and models, a new model is proposed for the construction of multi‐resolution terrain models in a 3D GIS. The new model represents multi‐resolution terrains using two major methods for terrain representation: Triangulated Irregular Network (TIN) and regular grid (Grid). In this paper, first, the concepts and formal definitions of the new model are presented. Second, the methodology for constructing multi‐resolution terrain models based on the new model is proposed. Third, the error of multi‐resolution terrain models is analysed, and a set of rules is proposed to retain the important features (e.g. boundaries of man‐made objects) within the multi‐resolution terrain models. Finally, several experiments are undertaken to test the performance of the new model. The experimental results demonstrate that the new model can be applied to construct multi‐resolution terrain models with good performance in terms of time cost and maintenance of the important features. Furthermore, a comparison with previous algorithms/models shows that the speed of rendering for 3D walking/flying through has been greatly improved by applying the new model.

References

41