在虚拟现实环境中使用类似gis的地图进行水下实地调查

J. Billant, Júlia Bozzinio, F. Leclerc, J. Escartín, N. Gracias, K. Istenič, A. Arnaubec, Rafael García
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引用次数: 5

摘要

如今,海底地貌和地质研究得益于ROV勘探和高分辨率水深测量数据的获取。虽然两者都代表了研究潜艇领域的重大改进,但由于水下光线衰减和需要使用人工照明,ROV相机提供的视觉感知有限,因此对研究对象的理解比陆地上更加困难。同样,制图可以使用GIS软件进行数字高程模型及其衍生物(例如坡度或阴影光栅),主要是在2D地图视图中进行。因此,潜艇研究缺乏在经典陆上工作中进行的实地调查阶段,这使得研究对象能够清晰地可视化和欣赏。我们的目标是开发一种解决方案,允许在虚拟现实环境中可视化数字高程模型(DEM)和源自运动结构(SfM)的3D模型,并将这些数据用于地貌和地质分析。为此,我们使用了Oculus Rift头盔、Touch控制器和带有类似gis的交互功能的Unity游戏引擎。在这个阶段,我们正在开发的免费和开放的Unity包允许在地理参考系统中以1:1的比例进行数据可视化和工作。因此,用户可以在包含自定义地形数据的3D沉浸式环境中自由移动。对于定量观察,我们开发了工具(尺子,指南针),允许测量类似于在地貌或地质野外工作中进行的测量。我们还添加了映射对象的可能性。三维数字化是用激光指向数据实现的,提供了很高的精度。因此,用户可以使用相同的三个图形原语创建与标准GIS软件兼容的伪形状文件。除了这些功能外,我们还实现了一个显示帮助和信息的空间用户界面和一个防止晕动病的传送工具。测试过该解决方案的用户都很热情,并同意它有助于更好地欣赏和理解所研究对象的形状和几何形状。它还被用来向硕士生展示和解释露头的3D模型。进一步的开发将把解决方案移植到其他耳机,促进数据导入(例如,3D对象和dem的标准文件格式),创建和管理多层形状文件,并包括多人在线游戏功能,允许与其他远程位置的同事或整个教室的远程合作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Performing submarine field survey without scuba gear using GIS-like mapping in a Virtual Reality environment
Geomorphological and geological studies of the seafloor benefit today from both ROV exploration and from acquisition of high resolution bathymetric data. Although both represent significant improvements to study submarine domains, the understanding of the studied objects is made more difficult than on land given the limited visual perception provided by the ROV camera due to the attenuation of light in the water and the need to use artificial illumination. Likewise, mapping can be performed using GIS software for digital elevation models and its derivatives (e.g. slope or shade raster), mostly in a 2D map view only. So, the submarine studies lack the field survey stage performed in classical onshore works that allows clear visualization and appreciation of the studied objects.Our aim is to develop a solution allowing the visualization of Digital Elevation Models (DEM) and 3D models derived from Structure-from-Motion (SfM) within a virtual reality environment, and to use these data for geomorphological and geological analysis. For this, we use an Oculus Rift headset, Touch controllers, and the Unity game engine, with GIS-like interaction capabilities.The free and open Unity package that we are developing allows, at this stage, data visualization and working at a 1:1 scale in a georeferenced system. The user can therefore move freely within a 3D immersive environment that includes custom topographic data. For quantitative observations, we develop tools (ruler, compass) allowing measurements similar to those performed during geomorphological or geological field work. We also add the possibility to map objects. Digitizing in 3D is achieved with a laser pointed towards the data, providing great precision. The user can thus create pseudo shapefiles using the same three graphic primitives, and that are compatible with standard GIS software. Beside these functionalities, we also implement a spatial user interface displaying help and information and a teleportation tool preventing motion sickness.The users that have tested this solution are enthusiastic and agree that it helps to better appreciate and understand the shape and geometry of the studied objects. It was also used to present and explain 3D models of outcrops to master students. Further developments will port the solution for other headsets, facilitate the data import (e.g., standard file formats for 3D objects and DEMs), create and manage of multiple layers of shapefiles, and include multiplayer online gaming capabilities to allow remote co-working with colleague(s) at other distant locations, or a whole classroom.
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