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Automatic representation of urban terrain models for simulations on the example of VBS2
Author(s) -
Dimitri Bulatov,
Gisela Häufel,
Peter Solbrig,
Peter Wernerus
Publication year - 2014
Publication title -
proceedings of spie, the international society for optical engineering/proceedings of spie
Language(s) - English
Resource type - Conference proceedings
SCImago Journal Rank - 0.192
H-Index - 176
eISSN - 1996-756X
pISSN - 0277-786X
DOI - 10.1117/12.2066803
Subject(s) - computer science , terrain , rendering (computer graphics) , offensive , global illumination , computer graphics , point cloud , computer graphics (images) , simulation , artificial intelligence , operations research , engineering , ecology , biology
Virtual simulations have been on the rise together with the fast progress of rendering engines and graphics hardware. Especially in military applications, offensive actions in modern peace-keeping missions have to be quick, firm and precise, especially under the conditions of asymmetric warfare, non-cooperative urban terrain and rapidly developing situations. Going through the mission in simulation can prepare the minds of soldiers and leaders, increase self-confidence and tactical awareness, and finally save lives. This work is dedicated to illustrate the potential and limitations of integration of semantic urban terrain models into a simulation. Our system of choice is Virtual Battle Space 2, a simulation system created by Bohemia Interactive System. The topographic object types that we are able to export into this simulation engine are either results of the sensor data evaluation (building, trees, grass, and ground), which is done fully-automatically, or entities obtained from publicly available sources (streets and water-areas), which can be converted into the system-proper format with a few mouse clicks. The focus of this work lies in integrating of information about building façades into the simulation. We are inspired by state-of the art methods that allow for automatic extraction of doors and windows in laser point clouds captured from building walls and thus increase the level of details of building models. As a consequence, it is important to simulate these animation able entities. Doing so, we are able to make accessible some of the buildings in the simulation

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