Hi I'm summing up the query I had posted at MI user List and GisList about 3d Generation. I got a tremendous response for the same, which I have produced after these comments. I went for Vterrain's VTP.
Some other links and resources that I explored and would like to share across are... DEM Terrain Visualization and Flyby animation. Though into 14the release, you can't get it free download. Its a good tool. Link http://www.terrainmap.com/rm13.html (3DEM 7.0 ver) http://www.simtel.net/pub/pd/6700.shtml (3DEM 7.0 ver)
These URL's have lot of info/ material/ links to explore http://www.terrainmap.com http://www.remotesensing.org http://www.redhensystems.com http://www.innovativegis.com http://tahoe.usgs.gov/DEM.html http://www.geovrml.com
Response received **************************************************************************** Mike Faries www.cadeasy.com http://www.scisoftware.com/products/gwn_dtm_overview/gwn_dtm_overview.html
**************************************************************************** Tom Citriniti
You may want to take a look at the Visualization Toolkit (Vtk) which was developed by some ex-GE R&D people. You can find it at: http://www.kitware.com It has all the things you are looking for, IDW, TIN, DEM reader, Texture mapping (draping), and VRML support.
**************************************************************************** Chris Nunno http://www.itspatial.com/ITspatial_CoreCompetencies.html Look at: Terrain/Urban Database Development
**************************************************************************** Jakob Lanstorp You might want to try OpenGL. http://www.sulaco.co.za/opengl4.htm http://nehe.gamedev.net/
**************************************************************************** Frank Warmerdam I would encourage you to look at the VTP software at: http://www.vterrain.org/
**************************************************************************** Eric Maranne Beyond the final rendering lib used (OpenGL or DirectX or whatever), the most discriminant thing is the projected use.
To be more precise : if you want to use your data for creating a 3D surface using IDW (theory is widely known and used, and algorithm is straightforward, google will help you without problem), I don't understand why you'd need a TIN, unless you want to perform a very complex data mix from interpolation of scattered points and mesh data.
You may use a TIN (search for Delaunay triangulation), if your point data is defining very accurately the surface to be constructed (like points from contour lines). Building a TIN straight from your point data will create a surface honorring all points, without under/overshoots nor any smoothing. Beware, this doesn't mean that there can't be any smoothing at rendering time: you may alter crease angle, derive a spline surface from the TIN or use it to create local BezierPatches for example. But the surface description itself will be fitting your point set.
You may use IDW if you want a surface that *approximates* a best fit of your point set. You won't have any under/overshoot, but your surface will be very smoothed in the end, and the process is very mainly used to produce a DEM (a matrix of points), though nothing prevents you to qualify a set of scattered points using IDW, though I can't see the reason why one should do this. Other algorithms can be used to build an approximation of the surface : gridding, fifth order interpolation, etc ... each of these won't ensure agains under or over shoots, but you may choose wether you allow over *or* undershoots, depending on your needs. for example : for submarine navigation you'd prefer allowing overshoots rather than undershoots ... while a smoothed IDW surface is of no use ... while a atmospheric inversion surface would be better represented smoothed by an IDW ...
So, the algorithm used for surface reconstruction depends on the quality of your pointset, the data represented, and the projected use of the surface.
Now, more generally speaking, from a representation standpoint. You may have understood that the data can be described as a TIN or a mesh. A mesh will always be smoother than a TIN. May be good, may be bad ... depends. For example, you'll never be able to represent a vertical cliff or a flat lake or road using a mesh, no matter the points spacing.
Next, what do you need to use to transmit your surface representation, I mean as a medium ? If you want to publish it thru any small Internet wiring, a DEM is usually more concise (lightweight) than a TIN. If this is an urgent point then this may decide. But beware, if you want to represent almost vertical surfaces precisely (cliffs, houses ...) then you need a very small spacing for the points of a mesh ... so a very big footprint ... much much bigger than what you could ach
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