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    | Article of the Month - 
	  April 2012 |  Spatial 3D Analysis of Built-up Areas
		Oren GAL and Yerach DOYTSHER, Israel
		1) This paper is written by Oren 
		Gal and Yerach Doytsher and has been successfully peer reviewed for the 
		FIG Working Week May 2012 in Rome, Italy. The paper presents a unique 
		solution to the 3D visibility problem in built-up areas and will be 
		presented in the session TS08H - 3D Principles and Technology. Yerach 
		Doytsher is also chair of FIG Commission 3.  Key words: 3D visibility, spatial analysis, efficient 
		algorithms, spatial information management SUMMARY The paper presents a unique solution to the 3D visibility problem in 
		built-up areas. A 3D visibility algorithm based on an analytic solution 
		for basic building structures is introduced. A building structure is 
		presented as a continuous parameterization approximating of the 
		building’s corners. The algorithm quickly generates the visible 
		surfaces' boundary of a single building. Using simple geometric 
		operations of projections and intersections between visible pyramid 
		volumes, hidden surfaces between buildings are rapidly computed. The 
		algorithm, demonstrated with a schematic structure of an urban built-up 
		environment and compared to the Line of Sight (LOS) method, demonstrates 
		the computation time efficiency. Whereas the common visibility methods 
		(LOS approach) require scanning all the object’s points, the presented 
		solution, by applying the continuous parameterization approximating of 
		the building’s corners, is successfully avoiding the need to handle each 
		point separately. As a result, the performance of the presented solution 
		is much better than the common methods and for the analyzed samples the 
		improvement time ratio was about 1000 times. The basic building 
		structure can be modified to complex urban structures by merging 
		together a number of basic structures.  The main contribution of the presented method in this paper is that 
		it does not require special hardware, and is suitable for on-line 
		computations based on the algorithms' performances. The visibility 
		solution is exact, defining a simple problem that can be a basic form of 
		other complicated environments.  1. INTRODUCTION In the last few years, the 3D GIS domain has developed rapidly, and 
		has become increasingly accessible to different disciplines. 3D Spatial 
		analysis of Built-up areas seems to be one of the most challenging 
		topics in the communities currently dealing with spatial data. One of 
		the most basic problems in spatial analysis is related to visibility 
		computation in such an environment. Visibility calculation methods aim 
		to identify the parts visible from a single point, or multiple points, 
		of objects in the environment.  The visibility problem has been extensively studied over the last 
		twenty years, due to the importance of visibility in GIS and Geomatics, 
		computer graphics and computer vision, and robotics. Accurate visibility 
		computation in 3D environments is a very complicated task demanding a 
		high computational effort, which can hardly been done in a very short 
		time using traditional well-known visibility methods (Chrysanthou, 1996; 
		Plantinga and Dyer, 1990). The exact visibility methods are highly 
		complex, and cannot be used for fast applications due to the long 
		computation time. Previous research in visibility computation has been 
		devoted to open environments using DEM models, representing raster data 
		in 2.5D (Polyhedral model), and do not challenge or suggest solutions 
		for dense built-up areas. Most of these works have focused on 
		approximate visibility computation, enabling fast results using 
		interpolations of visibility values between points, calculating point 
		visibility with the LOS method (Doytsher and Shmutter, 1994; Franklin 
		and Ray, 1994). Other fast algorithms are based on the conservative 
		Potentially Visible Set (PVS) (Durand, 1999). These methods are not 
		always completely accurate, as they may include hidden objects' parts as 
		visible due to various simplifications and heuristics.  A vast number of algorithms have been suggested for speeding up the 
		process and reducing the computation time (Nagy, 1994). Franklin (2002) 
		evaluates and approximates visibility for each cell in a DEM model based 
		on greedy algorithms. An application for siting multiple observers on 
		terrain for optimal visibility cover was introduced in (Franklin and 
		Vogt, 2004). Wang et al. (1996) introduced a Grid-based DEM method using 
		viewshed horizon, saving computation time based on relations between 
		surfaces and Line Of Sight (LOS), using a similar concept of Dead-Zones 
		visibility (Cohen-Or and Shaked, 1995). Later on, an extended method for 
		viewshed computation was presented, using reference planes rather than 
		sightlines (Wang et al., 2000).  One of the most efficient methods for DEM visibility computation is 
		based on shadow-casting routine. The routine cast shadowed volumes in 
		the DEM, like a light bubble (Ratti, 2005). Other methods related to 
		urban design environment and open space impact treat abstract visibility 
		analysis in urban environments using DEM, focusing on local areas and 
		approximate openness (Fisher-Gewirtzman and Wagner, 2003; Yang et al., 
		2007). Extensive research treated Digital Terrain Models (DTM) in open 
		terrains, mainly Triangulated Irregular Network (TIN) and Regular Square 
		Grid (RSG) structures. Visibility analysis on terrain was classified 
		into point, line and region visibility, and several algorithms were 
		introduced based on horizon computation describing visibility boundary 
		(De Floriani and Magillo, 1994; De Floriani and Magillo, 1999).  Only a few works have treated visibility analysis in urban 
		environments. A mathematical model of an urban scene, calculating 
		probabilistic visibility for a given object from a specific viewcell in 
		the scene, has been presented by (Nadler et al., 1999). This is a very 
		interesting concept, which extends the traditional deterministic 
		visibility concept. Nevertheless, the buildings are modeled as circles, 
		and the main challenges of spatial analysis and building model were not 
		tackled. Other methods were developed, subject to computer graphics and 
		vision fields, dealing with exact visibility in 3D scenes, without 
		considering environmental constraints. Plantinga and Dyer (1990) used 
		the aspect graph – a graph with all the different views of an 
		object. Shadow boundaries computation is a very popular method, studied 
		by (Teller, 1992; Drettakis and Fiume, 1994; Stewart and Ghali, 2000). 
		All of these works are not applicable to a large scene, due to 
		computational complexity.  As mentioned, online visibility analysis is a very complicated task. 
		Recently, off-line visibility analysis, based on preprocessing, was 
		introduced. Cohen-Or et al. (1998) used a ray-shooting sample to 
		identify occluded parts. Schaufler et al. (2000) use blocker extensions 
		to handle occlusion.  In this paper, we introduce a new fast and exact solution to 
		the 3D visibility problem from a viewpoint in urban environment, which 
		does not suffer from approximations. We consider a 3D urban environment 
		building modeled as a cube (3D box) and present analytic solution to the 
		visibility problem. The algorithm computes the exact visible and hidden 
		parts from a viewpoint in urban environment, using an analytic solution, 
		without the expensive computational process of scanning all objects' 
		points. The algorithm is demonstrated by a schematic structure of an 
		urban environment, which can also be modified for other complicated 
		urban environments, with simple topological geometric operators. In such 
		cases, computation time grows linearly.  Our method uses simple geometric relations between the objects and 
		the lines connecting the viewpoint and the objects' boundaries by 
		extending the visibility boundary calculation from 2D to a 3D 
		environment by using approximated singular points (Elber et al., 2005). 
		The spatial relationship between the different objects is computed by 
		using fast visible pyramid volumes from the viewpoint, projected to the 
		occluded buildings.  The current research tackles the basic case of a single viewpoint in 
		an urban environment, which consists of buildings that are modeled as 
		cubes. More complex urban environments can be defined as a union between 
		the basic structures of several cubes. Further research will focus on 
		modeling more complex urban environments, and facing multiple viewpoints 
		for optimal visibility computation in such environments.  2. PROBLEM STATEMENT We consider the basic visibility problem in a 3D urban environment, 
		consisting of 3D buildings modeled as 3D cubic parameterization  and viewpoint
 
  Given:
 
			A viewpoint 
  in 3D coordinates
Parameterizations of N objects
   describing a 3D urban environment model.
 Computes: 
			Set of all visible points in
  from
 
  This problem seems to be solved by conventional geometric methods, 
		but as mentioned before, it demands a long computation time. We 
		introduce a fast and efficient computation solution for a schematic 
		structure of an urban environment that demonstrates our method. 3. ANALYTIC VISIBILITY COMPUTATION 3.1 Analytic Solution for a Single Object  In this section, we first introduce the visibility solution from a 
		single point to a single 3D object. This solution is based on an 
		analytic expression, which significantly improves time computation by 
		generating the visibility boundary of the object without the need to 
		scan the entire object’s points.  Our analytic solution for a 3D building model is an extension of the
		visibility chart in 2D introduced by Elber et al. (2005) for 
		continuous curves. For such a curve, the silhouette points, i.e. the 
		visibility boundary of the object, can be seen in Figure 1:  
		 Figure 1: Visible Silhouette Points from viewpoint to curve
 (source: Elber et al., 2005)
 The visibility chart solution was originally developed for dealing 
		with the Art Gallery Problem for infinite viewpoint; it is limited to 2D 
		continuous curves using multivariate solver (Elber et al., 2005), and 
		cannot be used for on-line application in a 3D environment.  Based on this concept, we define the visibility problem in a 3D 
		environment for more complex objects as:   (1)
 where 3D model parameterization is
		 , and the 
		viewpoint is given as  . Solutions to 
		equation (1) generate a visibility boundary from the viewpoint to an 
		object, based on basic relations between viewing directions from V 
		to  using 
		cross-product characters. A three-dimensional urban environment consists mainly of rectangular 
		buildings, which can hardly be modeled as continuous curves. Moreover, 
		an analytic solution for a single 3D model becomes more complicated due 
		to the higher dimension of the problem, and is not always possible. 
		Object parameterization is therefore a critical issue, allowing us to 
		find an analytic solution and, using that, to generate the visibility 
		boundary very fast. 3.1.1 3D Building Model  Most of the common 3D City Models are based on object-oriented 
		topologies, such as 3D Formal Data Structure (3D FDS), Simplified 
		Spatial Model (SSS) and Urban Data Model (UDM) (Zlatanova et al., 2002). 
		These models are very efficient for web-oriented applications. However, 
		the fact that a building consists of several different basic features 
		makes it almost impossible to generate analytic representation. Modeling 
		a 3D urban environment can be done by dividing and simplifying the 
		environment using a set of grammar rules consisting of basic shape 
		vocabulary of mass modeling (Stiny, 1982; Wonka et al., 2003; Duarte., 
		2002). By that, one can simply create and analyze 3D complex urban 
		environments by using computerized algorithms.  A three-dimensional building model should be, on the one hand, simple 
		enabling analytic solution, and on the other hand, as accurate as 
		possible. We examined several building object parameterizations, and the 
		preferred candidate was an extended n order sphere coordinates 
		parameterization, even though such a model is a very complex, and will 
		necessitate a special analytic solution.  We introduce a model that can be used for analytic solution of the 
		current problem. The basic building model can be described as:
  (2) This mathematical model approximates building corners, not as 
		singular points, but as continuous curves. This building model is 
		described by equation (2), with the lower order badly approximating the 
		building corners, as depicted in Figure 2. Corner approximation becomes 
		more accurate using n = 350 or higher. This approximation enables 
		us to define an analytic solution to the problem.   Figure 2: Building model using equation (2) - (a) n = 50; 
		(b) 
		n = 200 ; (c) n = 350 .
  Figure 3: A Three-dimension Analytic Building Model with Equation 
		(2), where
 
 We introduce the basic building structure that can be rotated and 
		extracted using simple matrix operators (Figure 3). Using a rotation 
		matrix does not affect our visibility algorithm, and for simple 
		demonstration of our method we present samples of parallel buildings. 3.1.2 Analytic Solution for a Single Building  In this part we demonstrate the analytic solution for a single 3D 
		building model. As mentioned above, we should integrate building model 
		parameterization to the visibility statement. After integrating eq. (1) 
		and(2):    (3)
 where the visibility boundary is the solution for these coupled 
		equations.  As can be noticed, these equations are not related to Z axis, and the 
		visibility boundary points are the same ones for each x-y surface due to 
		the model's characteristics. Later on, we treat the relations between a 
		building's roof and visibility height in our visibility algorithm, as 
		part of the visibility computation.  The visibility statement leads to two polynomial order equations, 
		which appear to be a complex computational task. The real roots of these 
		polynomial equations are the solution to the visibility boundary. These 
		equations can be solved efficiently by finding where the polynomial 
		equation changes its sign and cross zero value; generating the real 
		roots in a very short time computation (these functions are available in 
		Matlab, Maple and other mathematical programs languages). Based on the 
		polynomial cross zero solution, we can compute a fast and exact analytic 
		solution for the visibility problem from a viewpoint to a 3D building 
		model. This solution allows us to easily define the Visible Boundary 
		Points.  Visible Boundary Points (VBP) - we define VBP of the object as 
		a set of boundary points
		 of the visible 
		surfaces of the object, from viewpoint  .  (4)
 Roof Visibility – The analytic solution in equation (3) does 
		not treat the roof visibility of a building. We simply check if 
		viewpoint height  is 
		lower or higher than the building height  and use this to 
		decide if the roof is visible or not: 
  (5) If the roof is visible, roof surface boundary points are added to VBP. 
		Roof visibility is an integral part of VBP computation for each 
		building.
 
  Figure 4: Visibility Volume computed with the Analytic Solution. 
		Viewpoint is marked in black, visible parts colored in green, and 
		invisible parts colored in purple. VBP marked with yellow circles - (a) 
		single building; (b) two non-overlapping buildings.
 Two simple cases using the analytic solution from a visibility point 
		to a building can be seen in Figure 4. The visibility point is marked in 
		black, the visible parts colored in green, and the invisible parts 
		colored in purple. The visible volumes are computed immediately with 
		very low computation effort, without scanning all the model’s points, as 
		is necessary in LOS-based methods for such a case. 3.2 Visibility Computation in Urban Environments  In the previous sections, we treated a single building case, without 
		considering hidden surfaces between buildings, i.e. building surface 
		occluded by other buildings, which directly affect the visibility 
		volumes solution. In this section, we introduce our concept for dealing 
		with these spatial relations between buildings, based on our ability to 
		rapidly compute visibility volume for a single building generating VBP 
		set.  Hidden surfaces between buildings are simply computed based on 
		intersections of the visible volumes for each object. The visible 
		volumes are defined easily using VBP, and are defined, in our case, as 
		Visible Pyramids. The invisible components of the far building are 
		computed by intersecting the projection of the closer buildings' VP base 
		to the far building's VP base as described in 3.2.2.  3.2.1 The Visible Pyramid (VP)  Visible Pyramid (VP) - we define
		 of the object 
		as a 3D pyramid generated by connecting VBP of specific surface j 
		to a viewpoint  . Maximum number of
  for a single object is three. VP boundary, colored with red arrows, can 
		be seen in Figure 5. 
		 Figure 5: A Visible Pyramid from a viewpoint (marked as a black 
		point) to VBP of a specific surface
 The intersection of VPs allows us to efficiently compute the hidden 
		surfaces in urban environments, as can be seen in the next sub-section. 3.2.2 Hidden Surfaces between Buildings  As we mentioned earlier, invisible parts of the far buildings are 
		computed by intersecting the projection of the closer buildings' VP to 
		the far buildings' VP base. For simplicity, we demonstrate the method 
		with two buildings from a viewpoint
		 one (denoted as 
		the first one) of which hides, fully or partially, the other (the second 
		one). As can be seen in Figure 6, in this case, we first compute VBP for 
		each building separately,
		 ; based on these 
		VBPs, we generate VPs for each building,  . After that, we 
		project  base to  base plane, as 
		seen in Figure 7 (a), if existing. At this point, we intersect the 
		projected surface in  base plane and 
		update  and  (decreasing the 
		intersected part). The intersected part is the invisible part of the 
		second building from viewpoint  hidden by the first building, which is marked in black in Figure 7 (b).  
 In the case of a third building, in addition to the buildings 
		introduced in Figure 7 (b), the projected VP will only be the visible 
		ones, and the VBP and VP of the second building will be updated 
		accordingly (as is described in the next sub-section - stage 2.3.4.3) . 
		We demonstrated a simple case of an occluded building. A general 
		algorithm for more a complex scenario, which contains the same actions 
		between all the combinations of VP between the objects, is detailed in 
		section 3.3. Projection and intersection of 3D pyramids can be done with 
		simple computational geometry elements, which demand a very low 
		computation effort.
		  3.3 Visibility Algorithm Pseudo - Code
 
 3.4 Visibility Algorithm – Complexity Analysis  We analyze our algorithm complexity based on the pseudo code 
		presented in the previous section, where represents the number of 
		buildings. In the worst case, n buildings hide each other. 
		Visibility complexity consists of generating VBP and VP for n 
		buildings,  complexity. 
		Projection and intersection are also  complexity. 
 We analyze the visibility algorithm complexity of the LOS methods, 
		where n represents the number of buildings and k 
		represents the resolution of the object. The exact visibility 
		computation requires scanning each object and each object’s points,
		 where usually  . 4. RESULTS We have implemented the presented algorithm and tested some urban 
		environments on a 1.8GHz Intel Core CPU with Matlab. From the different 
		tested scenes, only two are shown below. First, we analyzed the 
		versatility of our algorithm on these scenes with different occluded 
		elements. After that, we compared our algorithm to the basic LOS 
		visibility computation, to prove accuracy and computational efficiency.
		 4.1 Test Scenes  
 4.2 Computation Time and Comparison to LOS  The main contribution of this research focuses on a fast and accurate 
		visibility computation in urban environments. We compare our algorithm 
		time computation with common LOS visibility computation demonstrating 
		algorithm's computational efficiency.  4.2.1 Visibility Computation Using LOS  The common LOS visibility methods require scanning all objects' 
		points. For each point, we check if there is a line connecting the 
		viewpoint to that point which does not cross other objects. We used LOS2 
		Matlab function, which computes the mutual visibility between two points 
		on a Digital Elevation Model (DEM). We converted our second test scene 
		with one to twelve buildings to a DEM, operated LOS2 function, and 
		measured the CPU time for the visibility computation. Each building 
		within the DEM was modeled homogenously by 50 points. The visible parts 
		using the LOS method were the exact parts computed by our algorithm. 
		Obviously, the total computation time of LOS method was more than 1000 
		times longer than our analytic solution (3160 seconds vs. 2.9 seconds). 
		Running times of our analytic solution and the LOS method are depicted 
		in Figure 10.
  
 Over the last years, efficient LOS-based visibility methods for DEM 
		models, such as Xdraw, have been introduced in order to generate 
		approximate solutions (Franklin and Ray, 1994). However, the computation 
		time of these methods is at least
  , and, above all, the solution is an approximate one.
 
		 Figure 10: CPU Computation Time of LOS and our algorithm. CPU was 
		measured in the second scene with an increasing number of buildings from 
		one to twelve. LOS method was more than 1000 times longer than our 
		algorithm.
 5. CONCLUSIONS AND FUTURE WORK We have presented an efficient algorithm for visibility computation 
		in a built-up environment where the built-up environments are 
		represented by basic structures. The basic structure is modelled with a 
		mathematical approximating of the buildings’ corners. Our algorithm is 
		based on a fast visibility boundary computation for a single building, 
		and on computing the hidden surfaces between buildings by using 
		projected surfaces and intersections of the visible pyramids. One of the 
		most important issues of visibility computation relates to the 
		computational complexity. Complexity analysis of our algorithm has been 
		presented, as well as a comparison of running times between our 
		algorithm and the LOS visibility solution, showing a significant 
		improvement of time performance. The significant improvement in running 
		time of our algorithm (vs. the LOS method) - shows that its performances 
		are suitable for on-line and close to real-time applications.  The main contribution of the presented method in the paper is an 
		exact mathematical solution for the challenging visibility problem 
		without the need to use any special hardware. The solution which is 
		based on defining a basic form of urban structures can be applied to 
		other complicated environments.  Further research will focus on modelling more complex urban 
		environments and facing multi viewpoints for optimal visibility 
		computation in such environments, generalizing the presented building 
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			Geoinformation, 2002, pp. 22-24  BIOGRAPHICAL NOTES Oren Gal received his B.Sc. in Aerospace Engineering, from the 
		Technion - Israel Institute of Technology in 2004. At 2009 he received 
		his M.Sc. in Mechanical Engineering also from the Technion. He is 
		currently PhD candidate in Mapping and Geo-information Engineering at 
		the Technion. His research interests include spatial analysis of 3D 
		environments, motion planning in dynamic environments, and Multi-Agents. 
		Oren's PhD research is entitled "Visibility Analysis in 3D for 
		Multi-Agent Trajectory Planning".  Prof. Yerach Doytsher graduated from the Technion – Israel 
		Institute of Technology in Civil Engineering in 1967. He received a 
		M.Sc. (1972) and D.Sc. (1979) in Geodetic Engineering also from 
		Technion. Until 1995 he was involved in geodetic and mapping projects 
		and consultations within the private and public sectors in Israel and 
		abroad. Since 1996 he is a faculty staff member in Civil Engineering and 
		Environmental at the Technion, and heads the Geodesy and Mapping 
		Research Center at the Technion. He is the Chair of FIG Commission 3 on 
		Spatial Information Management for the term 2011-2014, and is the 
		President of the Association of Licensed Surveyors in Israel.  CONTACTS Oren GalMapping and Geo-Information Engineering
 Technion – Israel Institute of Technology
 Technion City
 Haifa 32000, ISRAEL
 Tel: +972 57 8119341
 Fax + 972 4 8295708
 Email: orengal@technion.ac.il
 Prof. Yerach DoytsherMapping and Geo-Information Engineering
 Technion – Israel Institute of Technology
 Technion City
 Haifa 32000, ISRAEL
 Tel. + 972 4 8293183
 Fax + 972 4 8295708
 Email: doytsher@technion.ac.il
 Web site: 
		http://cee.technion.ac.il/doytsher
 
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