Abstract

Abstract. Underground pipelines pose numerous challenges to 3D visualization. Pipes and cables are conceptually simple and narrow objects with clearly defined shapes, spanned over large geographical areas and made of multiple segments. Pipes are usually maintained as linear objects in the databases. However, the visualization of lines in 3D is difficult to perceive as such lines lack the volumetric appearance, which introduces depth perception and allows understanding the disposition and relationships between the objects on the screen. Therefore the lines should be replaced by volumetric shapes, such as parametric shapes (cylinders) or triangular meshes. The reconstruction of the 3D shape of the pipes has to be done on the fly and therefore it is important to select a 3D representation which will not degrade the performance. If a reconstruction method provides a good performance, the visualization of pipes and cables is guaranteed to provide a smooth experience to the final user, enabling richer scenes but also establishing the visualization requirements in terms of hardware and software to display underground utilities. This paper presents our investigations on a strategy for creating a 3D pipes for 3D visualisation. It is assumed that the pipelines are stored in a database and portions of them are retrieved for 3D reconstruction and 3D visualization. Generally, the reconstruction of underground utilities can be performed in different ways and should lead to realistic appearance, produce visual continuity between segments, include objects depicting specific connections and even consider buffer volumes displaying the uncertainty and the security distance between objects. The creation of such visually pleasing reconstructions may require very detailed shapes, which will increase the complexity of the scene and degrade the performance. This research has identified four criteria to measure the complexity of the scene and conclude on a 3D reconstruction strategy: number of scene graph nodes, number of triangles and vertices on the screen, needed transformations and appearance options. On the basis of these criteria a testing framework is developed. Ten different strategies for 3D reconstruction are defined and tested for X3D, X3DOM and WebGL. The paper analyses the results of the tests and concludes on the best strategy.

Highlights

  • Many utility networks are currently managed as 2D/3D line objects with attributes in databases

  • Volume should be added to nonvolumetric 3D lines, i.e. their 3D shape has to be reconstructed by creating the outer shell of the desired object and making them suitable to real-time rendering using computers equipped with Graphics Processing Units (GPUs)

  • This paper presents a framework for 3D reconstruction of pipes and cables for visualization on the Web

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Summary

INTRODUCTION

Many utility networks are currently managed as 2D/3D line objects with attributes in databases. Many projects have been initiated to investigate these issues, e.g. DeepCity3D (http://www.deepcity3d.eu) or 3DSDI (http://maasvlakte23dsdi.ddss.nl/) To solve this problem, volume should be added to nonvolumetric 3D lines, i.e. their 3D shape has to be reconstructed by creating the outer shell of the desired object and making them suitable to real-time rendering using computers equipped with Graphics Processing Units (GPUs). Substantial research has been carried out for working with underground utilities information on different aspects Part of it concerns the computer models and storage solutions for pipes and cables. The benefits of managing centralized utilities information using DBMS and providing 3D visualization have been shown of critical importance by Zlatanova et al (2011), revealing better relationships between pipes and objects, making easier the visual inspection while reducing the misunderstanding to the minimum This paper is organized as follows: The section presents the 3D reconstruction flow, section 3 discusses the implementation and the tests, Section 4 concludes on the results of the tests

RECONSTRUCTION FLOW
THE FRAMEWORK FOR RECONSTRUCTION
Split reconstruction methods
IMPLEMENTATION AND TESTS
CONCLUSION

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