in: Proceedings of the ARPA Image Understanding Workshop, Monterey, California, November 13-16 1994, Advanced Research Projects Agency, Morgan Kaufmann Publishers, pages 931-946.
Also CMU Technical Report No. CMU-CS-94-199.
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There is increasing interest in developing virtual world databases
that maintain a high degree of fidelity with respect to the actual
three dimensional environment. The compilation of such spatial
databases requires the integration of information from a variety of
sources, including digital map data, aerial imagery, detailed line
drawings, and ground based photography. Current applications for such
databases have revolved around distributed interactive simulation
addressing military training, primarily in the areas of mission
planning and rehearsal and in vehicle simulation. Civilian uses for
Virtual World technologies are not far behind. Factors that currently limit the development of such systems include the lack of terrain and environmental data at the level of detail required for ground-based simulations, the magnitude of the scene generation process, and the inadequacy of input devices that allow a user to interact with the virtual world. In this paper, we address two important issues in automating the construction of large scale virtual worlds. First we describe the process by which various sources of spatial data can be brought together into a common representation framework. We then describe how this data can be automatically transformed into an efficient representation of the underlying virtual world suitable for graphical presentation. This includes the integration of man-made features such as buildings, roads, and bridges with terrain and surface material information into a common `terrain skin'. Several examples are given using large scale spatial databases developed for distributed interactive simulation (DIS) applications.
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