Hybrid 3D Rendering of Large Map Data for Crisis Management
David Tully, Abdennour Rhalibi, Christopher Carter, Sud Sudirman
2015
ISPRS International Journal of Geo-Information
In this paper we investigate the use of games technologies for the research and development of 3D representations of real environments captured from GIS information and open source map data. Challenges involved in this area concerns the large data-sets to be dealt with. Some existing map data include errors and are not complete, which makes the generation of realistic and accurate 3D environments problematic. The domain of application of our work is crisis management which requires very
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... GIS or map information. We believe the use of creating a 3D virtual environment using real map data whilst correcting and completing the missing data, improves the quality and performance of crisis management decision support system to provide a more natural and intuitive interface for crisis managers. Consequently, we present a case study into issues related to combining multiple large data-sets to create an accurate representation of a novel, multi-layered, hybrid real-world maps. The hybrid map generation combines LiDAR, Ordnance Survey, and OpenStreetMap data to generate 3D cities spanning 1km 2 . Evaluation of initial visualized scenes is presented. Initial tests consists of a 1km2 landscape map containing up to 16million vertices' and runs at an optimal 51.66 frames per-second. Deposit Insurance Corporation institutions, and 1,600 water-treatment plants [4] . If accidental, natural, or man-made upset happened to a single one of these infrastructures then this could have vast consequences and cascading effects to many other infrastructures of the USA. If crisis managers produce evacuation plans for specific infrastructures, the need for accurate, high resolution maps to create accurate recovery plans are needed. For instance, top-down 2D map representations do not give a fully immersive experience into the best locations for emergency vehicles to be placed. High resolution maps containing height points separated by small cell values give improved spatial awareness which is critical for the placing and maneuvering of emergency vehicles. In addition to map complexity, the map data is not always kept up to date timely. For example, Googles' map system can be up to 3 years out of date for highly populated areas, and further out of date for rural areas. Although the updating of commercial map data can be helped by using crowd sourced data, as used with OpenStreetMap.org, this is not yet a common practice. Current solutions provide limited user interaction, constricting a user's ability to fully understand a scene. The use of modern commercial game engines can provide cheaper, or free, alternatives to custom bespoke pieces of software. Research in user experience shows that immersion into simulations is broken, when inaccuracies, such as visible unsmooth level of detail (LOD) morphing occurs [5] . Robertson et al. state that a common criticism of immersion is the lack of peripheral vision due to limited screen size [5] . Game engines can allow advanced immersion into 3D scenes with use of: common rendering algorithms, culling techniques to produce large scale scenes running in real-time, animation systems which can be built upon, and advanced mathematics modules used for 3D world navigation and 3D camera creation. Advanced camera systems are capable of real-time changeable perspectives and projections to aid a user's interaction and understanding of a scene; perspective and orthographic projection. Perspective projection shows depth, orthographic [6] [7] . Within this paper, we discuss the procedures and techniques needed to create novel hybrid maps, for 3D terrain and scene generation, from the use of big data fusion from several GIS data sources. Light Detection and Ranging (LiDAR)[8]-[10], OpenStreetMap (OSM) [11] , and Ordnance Survey (OS) [12] data are combined to reduce error and create increased accurate layered maps for use within a modern novel disaster support system using 3D environments. The layered hierarchy of maps allow a user to view the information they want to see; static or dynamic artefacts, highly detailed terrains, and procedurally generated content (PCG)[13]- [16] , and specific infrastructure buildings. Use of filtering and interpolation algorithms are used to correct errors and generate missing map data. See [17] for early work into interpolation techniques for derivative of digital elevation models. For our research we will focus on the use and implementation of Catmull-rom interpolation [18] [19] . The research focus is on map data generation, specifically the processes of combining maps in a variety of combinations, and the interpolation of data points. The case study will test the improved high resolution map data within a game engine to decide the best resolution map density needed to run at a minimum 30 frames per-second.
doi:10.3390/ijgi4031033
fatcat:hgzoqwltgbcbxioekklxpodxte