Abstract

Abstract. The paper presents a new algorithm to reconstruct elongated objects defined by cross sections and trajectories in gridded threedimensional models represented as voxels. Examples of such objects are the elements of underground infrastructure in urban environments, such as pipes, conduits and tunnels. Starting from a basic methodology, which is based on distance transformations, the algorithm is extended in three ways on the basis of Voronoi datasets being produced alongside.

Highlights

  • The importance of the underground infrastructure in a modern urban environment can hardly be over-estimated

  • When creating and integrating underground infrastructure information, it is obviously difficult to make new measurements (Birken e.a., 2002), whereas the existing information tends to be scattered among the various parties involved

  • We present an algorithm that takes as its input a raster representation of the cross section of an elongated underground construction (Fig. 2), as well as a rasterized 2d curve that marks the trajectory along which the construction extends (Fig. 3)

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Summary

INTRODUCTION

The importance of the underground infrastructure in a modern urban environment can hardly be over-estimated. It should be acknowledged that free availability of detailed and integrated underground infrastructure information involves a vulnerability risk for an urban society. Setting up such information requires flexibility at the side of the input (when dealing with heterogeneous and scattered data sources), as well as on the side of the output (when choosing levels of detail, both geometrically and semantically). We are aware that the choice of representing spatial information (notably geo-information) in raster form, both in two and three dimensions, is not undisputed Entering this discussion, is not the goal of this paper. The purpose of this effort, is to investigate direct raster algorithms for 3d reconstruction of certain objects

Sweeping
THE GOAL
Cross sections
Resampling
Distance Computation
Pixel selection
REFINEMENTS AND EXTENSIONS
Perpendicular Cut-off
Multiple cross sections
CONCLUSION
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