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Automatic representation of urban terrain models for simulations on the example of VBS2

: Bulatov, Dimitri; Häufel, Gisela; Sobrig, Peter; Wernerus, Peter

Postprint urn:nbn:de:0011-n-3263987 (772 KByte PDF)
MD5 Fingerprint: c2945eb49b627cd663fccc5a7f9160f9
Copyright Society of Photo-Optical Instrumentation Engineers. One print or electronic copy may be made for personal use only. Systematic reproduction and distribution, duplication of any material in this paper for a fee or for commercial purposes, or modification of the content of the paper are prohibited.
Created on: 12.2.2015

Bishop, G. ; Society of Photo-Optical Instrumentation Engineers -SPIE-, Bellingham/Wash.:
Electro-Optical Remote Sensing, Photonic Technologies, and Applications VIII and Military Applications in Hyperspectral Imaging and High Spatial Resolution Sensing II : 13.10.2014, Amsterdam
Bellingham, WA: SPIE, 2014 (Proceedings of SPIE 9250)
ISBN: 978-1-62841-313-7
Paper 925012, 10 pp.
Conference "Electro-Optical Remote Sensing, Photonic Technologies, and Applications" <8, 2014, Amsterdam>
Conference "Military Applications in Hyperspectral Imaging and High Spatial Resolution Sensing" <2, 2014, Amsterdam>
Conference Paper, Electronic Publication
Fraunhofer IOSB ()
building reconstruction; Level of detail; simulation; training; texturing; UAV; urban terrain; VBS2

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.