Delaunay Triangulation of

Terrains

Project: Urban Visualization

Contact: Peter Wonka, Gerald Hummel

Description

The goal of this project was the triangulation and generation of triangle strips of terrain data for the Urban Visualization - project.

Application

The implemented modules can be used for modeling of virtual environments. The generated terrain data could be used in applications like driving simulation or military simulation.

Problems

Terrain and objects like buildings, roads,... cannot be modeled separately, since artifacts like cracks, holes and t-vertices would occur.

Problems encountered through the implementation phase:

A great amount of vertex data from the footprint of buildings and of the underlying elevation grid must be processed.

Geographical data is inaccurate.

Approach

For the purpose of real time rendering, we need to eliminate invisible geometry and prepare the data for optimum hardware acceleration support. The implementation basically consists of three modules for triangulation, triangle strip generation and Open-Inventor output.

The first modul calculates a delaunay triangulation of the terrain data. Invisible parts of the terrain (polygons occluded by buildings) are removed.

The second module generates triangle strips based on the algorithm proposed by Xiang and Held (I3DG 1999).

The third modul creates an Inventor file. The resulting output of indexed triangle-strips can be grouped into cells for visibility calculations and textured. 

 

The following figures show a part of Vienna as an example model:

Figure 1: Delaunay triangulation of the terrain based on a regular grid. Areas covered by buildings were removed.

Figure 2: City Plane with textured Triangle strips and generated normal vectors.

Figure 3: Illustration of the combination of the terrain data and building information.