通过三维软件分析对地下地物进行摄影测量建模

J. Sepúlveda, J. Capps, K. Johnson, C. Parada, A. Garcia, K. Sestak
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摘要

摘要激光雷达是一种流行的、精确的测绘方法,可用于三维模型分析。然而,设备的设置和使用可能会变得繁琐,并且当应用于偏远和自然受限的位置时,最终会变得不切实际。在这次调查中,在一个洞穴系统中进行了三维分析。因此,激光雷达技术在这些条件下的局限性变得突出;映射非平面表面可能会导致点云数据质量的潜在下降。总之,激光雷达应用程序将是一种低效的方法来进行这项调查。这促使需要建立并进行基于摄影测量的评估。因此,智能手机相机技术与免费使用的软件和三维建模应用程序结合使用。通过使用摄影测量概念和运动软件的结构,可以生成洞穴的三维模型。从长远来看,这个模型也可以用来记录洞穴系统的影响和健康状况。就调查方法而言,现场调查部分严重依赖智能手机摄像头技术。该程序绘制与无人机路径的平行线;具体来说,开发了两个飞行计划,以评估洞穴中15米乘15米空间内的不同视角。在每个飞行路径内,使用照片重叠技术建立了一个更密集和更流畅的点云模型。一旦数据被处理,洞穴的两个不同的三维模型就被创建出来了。从这些模型中提取点云数据,以便合并两个独立的模型。之后,为了将模型导入Unity游戏引擎,模型经历了数次格式转换。最终的结果是一个精确的洞穴三维模型,可以在一个简单的视频游戏平台上看到和玩。
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PHOTOGRAMMETRIC MODELING OF SUBTERRANEAN FEATURES THROUGH THREE-DIMENSIONAL SOFTWARE ANALYSIS
Abstract. LiDAR is a popular and accurate method for mapping that can be utilized for three-dimensional model analysis. However, the equipment set-up and usage can become tedious, and ultimately impractical when applied to locations that are remote and confined in nature. In this investigation, three-dimensional analysis was conducted within a cave system. With this, limitations of LiDAR technology in these conditions become prominent; mapping non-planar surfaces can cause a potential decrease of the quality of the point cloud data. In all, a LiDAR application would be an inefficient use of methodology to conduct this investigation. This prompted a need to set-up and conduct a photogrammetric based evaluation. With this, smartphone camera technology was used in conjunction with free-to-use software and three-dimensional modeling applications. Through the use of photogrammetric concepts and structure from motion software, a three-dimensional model of the cave can be generated. Long term, this model can also be utilized to document the impact and health of the cave system. For the methodology, the on-sight portion of the investigation relied heavily on smartphone camera technology. The procedure draws parallels to drone paths; specifically, two flight-plans were developed to evaluate different perspectives within a 15 by 15 meter space in the cave. Within each flight path, the use of photo overlapping techniques established a denser and more fluid point cloud model. Once the data was processed, two different three-dimensional models of the cave were created. From those models, the point cloud data was extracted in order to merge the two separate models. Afterwards, the models underwent several format conversions in order to import it into the Unity game engine. The final result is an accurate three-dimensional model of the cave that is viewable and playable in a simple video game platform.
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