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Construction of the 3DBGT for the whole NL

3D4EM
May 31, 2016
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Construction of the 3DBGT for the whole NL

3D4EM

May 31, 2016
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  1. Construction of the 3DBGT for the whole NL Hugo Ledoux

    & Tom Commandeur 2016-05-31 in LOD1
  2. 3DTOP10NL: currently many errors 4 • all triangles are duplicated

    • some classes are not triangulated • long and skinny triangles • vertical triangles have wrong orientation • disconnected regions • all buildings have wrong orientation normals • big parts of tiles are missing • full list at: • https://github.com/3D4EM/validate-3dtop10nl/blob/master/reports/comments.md
  3. More or less the same as current 3DTOP10NL, but: 7

    • focus on scalability and speed ‣ our aim construction whole NL on “normal” PC • configurable: any 2D input + user-defined options • no segmentation: only simple rules • no vertices added when 3dfying (except within Terrain and Vegetation polygons; never on boundaries) • based on open-source libraries used: ‣ liblas, GDAL, Boost.Geometry, CGAL • output in different formats (SHP, CityGML, OBJ)
  4. Input: any 2D datasets (eg TOP10NL or BGT) 8 Terrain

    Vegetation Water Vegetation Building Road Building Road We assign each polygon to one of 5 classes: 1. Building 2. Water 3. Road 4. Vegetation 5. Terrain
  5. Lifting each polygon based on simple rules (eg avg) 11

    some classes have LiDAR points (Terrain, Vegetation) others not, ie only their vertices are lifted percentile 40 percentile 10 gaps
  6. Stitching adjacent polygons with pairwise rules 13 avg of both

    vertical surfaces added volume of buildings can be preserved
  7. status? 19 • works for small areas, roads a bit

    “shaky” • only TOP10NL • starting to work on BGT • buildings not finished