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WP4: Efficient visualisation and streamingTasks 4.1 + 4.2 URBAN

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URBAN

WP4: Efficient visualisation and streaming

Tasks 4.1 + 4.2

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 Efficient visualization and streaming

◦ Problem: huge datasets

 Guarantee interactive framerates

 Data transfer from servers

 Status

◦ Interactive City Viewer demo

 Both on desktop and Mobile (iPhone) systems

 Streaming data from server

 Using TeleAtlas 3D city data

 Horizon Culling

WP4: Task 4.1

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 Quadtree

◦ Splitting rule: number of buildings

◦ Leaf cells store building data

 Geometry

 Collision geometry

 Segments for horizon culling (building tops)

 Each cell can be requested separately

3D Building Data structure

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 Paris

◦ Geometry: 1.4 GB

◦ Collision geometry: 89 MB

◦ Texture Atlas: 5 texture atlas files (2048x2048)

 106 MB (.dds format with mipmap levels)

◦ Segments: 40 MB

 Barcelona

◦ Geometry: 600 MB

◦ Collision geometry: 31 MB

◦ Texture Atlas: 4 texture atlas files (2048x2048)

 87 MB (.dds format with mipmap levels)

◦ Segments: 14 MB

Example data sizes

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Texture Atlas Example

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Interactive City Viewer

(Desktop)

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Interactive City Viewer (iPod)

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Horizon Culling Results

1 14 27 40 53 66 79 92 105 118

131 144

157 170

183 196

209 222

235 248

261 274

287 300

313 326

339 0

10 20 30 40 50 60 70 80

Framerate

Horizon OFF Horizon ON

1 14 27 40 53 66 79 92 105 118

131 144

157 170

183 196

209 222

235 248

261 274

287 300

313 326

339 0

100000 200000 300000 400000 500000 600000

Triangle Count

Horizon OFF Horizon ON

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 “A Flexible and Extensible Architecture for Visibility Culling”

 Miquel À. Rújula, Jeroen Dierckx, Tom

Jehaes, Peter Quax, Wim Lamotte and Pere A. Palmer

 Conference on Computer Game Design and Technology

Paper Accepted for GDTW

2008

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 Further experimentation with different splitting strategies for building the quadtree

◦ Important factors: render performance, download size per cell, segment count, …

 Experiment with different strategies for building the texture atlas

◦ One for the whole city <-> one for each cell

 Build on previous experience with LoD solutions

◦ Combinations of traditional 3D models with image-based and procedurally generated models

 Leverage the existing quadtree data model for LoD

◦ Parent nodes store a lower resolution version of the merged children

 Procedurally generated data?

WP4: Task 4.1 planning

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 Interaction framework

◦ Flexible interaction specification

 Status

◦ Scripting completely integrated into the existing framework

◦ Application interaction is defined by writing scripts

◦ Visual world editor preliminary version

WP4: Task 4.2

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Scripting Example

-- Key bindings

function onKeyPressed(event)

if event.key == Keyboard.KC_1 then billboard1.URL = “controls.swf"

elseif event.key == Keyboard.KC_2 then

billboard1.URL = "http://www.youtube.com/v/lcCAh-j_Kvg&hl=en&fs=1&rel=0&autoplay=1"

elseif event.key == Keyboard.KC_3 then

billboard1.URL = "http://www.youtube.com/v/8BGbOpm9dyk&hl=en&fs=1&rel=0&autoplay=1"

elseif event.key == Keyboard.KC_3 then

billboard1.URL = "http://japonyol.net/maps/swf/slider.swf"

end end

listener = InputManager:createKeyboardListener() listener.keyPressed = onKeyPressed

-- Create the demo billboard settings = BillboardSettings()

settings.sceneMgr = Application:getCamera().sceneManager

settings.mesh = "../../data/Ogre/meshes/billboards/wall-billboard.mesh"

settings.subMesh = 2 settings.zoomTime = 0.5 settings.width = 800 settings.height = 600

settings.startURL = “controls.swf"

settings.position = OgreVector3(-48, 2, -61)

billboard1 = BillboardManager:createBillboard(1, settings)

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Visual World Editor (WYSIWYG)

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 Integration into a webbrowser

◦ ActiveX, Firefox plugin, …

 WorldEditor

◦ Flexible interaction specification

 Flow diagrams?

 Services: synchronize with SMIT

 Service examples

◦ Targeted advertising

 Based on user profile, previous interests, …

◦ Accounting

 Number of viewers, number of clicks, …

WP4: Task 4.2 planning

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