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Volltext Der Diplomarbeit Im PDF-Format 3D-Informationssysteme zur Visualisierung historischer Stadtlandschaften am Beispiel vom Berlin des 18.Jahrhunderts Diplomarbeit zur Erlangung des akademischen Grades Diplom-Informatiker an der Fachhochschule für Technik und Wirtschaft Berlin Fachbereich Wirtschaftswissenschaften II Studiengang Angewandte Informatik 1. Betreuer: Prof. Dr. Thomas Jung 2. Betreuer: Prof. Dr. Elke Naumann Eingereicht von Andreas Vogel Berlin, 7.Mai 2002 Inhaltsverzeichnis 2 Inhaltsverzeichnis Abbildungsverzeichnis ..........................................................................................................4 Tabellenverzeichnis ...............................................................................................................6 0 Einleitung .....................................................................................................................7 1 Informationssysteme ..................................................................................................9 1.1 Geografische Informationssysteme...............................................................................9 1.2 Historische Informationssysteme.................................................................................10 1.3 Vorstellung existierender Informationssysteme...........................................................11 1.3.1 Cyber Chicago (USA) ..............................................................................................11 1.3.2 Virtual Museum an der MMU (Großbritannien)........................................................12 1.3.3 Mdina Heritage Management System (Malta) .........................................................14 1.3.4 VR Seattle (USA).....................................................................................................15 1.3.5 Vergleich der Systeme.............................................................................................16 2 Multimedia-Technologien zur Implementierung von 3D-Informationssystemen 18 2.1 Web3D-Consortium.....................................................................................................18 2.2 Virtual Reality ..............................................................................................................18 2.3 VRML...........................................................................................................................19 2.3.1 Erstellen von VRML-Welten.....................................................................................23 2.4 Quicktime VR...............................................................................................................26 2.4.1 Erstellen von QTVR-Welten.....................................................................................28 2.5 Vergleich VRML Quicktime VR....................................................................................31 2.6 Fazit.............................................................................................................................31 2.7 VRML-Konzepte in Bezug auf das 3D-Informationssystem ........................................32 3 Realisierung des 3D-Informationssystems.............................................................41 3.1 Anforderungsanalyse...................................................................................................41 3.2 Modellieren der 3D-Modelle ........................................................................................41 3.2.1 Recherche nach Bildquellen ....................................................................................42 3.2.2 Modellieren der VRML-Modelle ...............................................................................43 3.3 Erstellen des Gesamtmodells......................................................................................53 3.3.1 Nachbearbeiten der Modelle....................................................................................55 3.4 Benutzerschnittstelle ...................................................................................................60 3.4.1 Integration in VRML und Einbettung in HTML .........................................................61 3.4.2 Funktionen ...............................................................................................................62 3.4.3 Head Up Display......................................................................................................73 3.4.4 Erstellen der Testumgebung....................................................................................75 Inhaltsverzeichnis 3 3.5 Anforderungskatalog für Erweiterungen......................................................................75 3.5.1 Vorgehensweise zum Einfügen neuer Modelle........................................................77 4 Test und Bewertung ..................................................................................................79 4.1 Allgemeines.................................................................................................................79 4.2 Bedienung des Systems..............................................................................................79 4.3 Performance-Tests......................................................................................................80 4.4 Bewertung und Ausblick..............................................................................................81 5 Abkürzungsverzeichnis ............................................................................................83 6 Quellenverzeichnis....................................................................................................84 6.1 Literaturverzeichnis .....................................................................................................84 6.2 Informationsquellen im Internet ...................................................................................85 7 Eigenständigkeitserklärung .....................................................................................87 Abbildungsverzeichnis 4 Abbildungsverzeichnis Abbildung 1 – Cyber Chicago (links: Überblick, rechts: Webcam) .........................................12 Abbildung 2 – Tomb of Menna ...............................................................................................13 Abbildung 3 – City of Kahun...................................................................................................14 Abbildung 4 – Mdina Heritage Managment System ...............................................................15 Abbildung 5 – VR Seattle .......................................................................................................16 Abbildung 6 – Kugel, Zylinder, Kegel, Quader (v.l.) ...............................................................21 Abbildung 7 – Internet Explorer mit Cosmoplayer-Plugin.......................................................22 Abbildung 8 – Cosmoworlds, Spazz3D (v.l.) ..........................................................................23 Abbildung 9 – 3D Studio MAX R4, Maya 4.0.1 PLE (v.l.).......................................................25 Abbildung 10 – Grundaufbau von zylindrischen QTVR-Panoramen ......................................27 Abbildung 11 – Quicktime Player ...........................................................................................27 Abbildung 12 – Panorama Stitcher, Objekt Maker (v.l.) .........................................................29 Abbildung 13 – PointSet, IndexedLineSet, IndexedFaceSet (v.l.)..........................................33 Abbildung 14 – Extrusion, Elevation Grid (v.l.).......................................................................34 Abbildung 15 – Text ...............................................................................................................34 Abbildung 16 – Scene Graph .................................................................................................35 Abbildung 17 – Definition einer Kugel in VRML .....................................................................35 Abbildung 18 – DEF/USE-Konstrukt ......................................................................................36 Abbildung 19 – PROTO-Definition .........................................................................................37 Abbildung 20 – LOD's in INLINE-Knoten................................................................................40 Abbildung 21 – 3DSMAX: Keyboard Entry.............................................................................45 Abbildung 22 – 3DS MAX: Objekt nach Anwendung der Modifikatoren EditMesh und Bend 45 Abbildung 23 – 3DS MAX: Modifikator-Stapel (Objekt Rampe_Links)...................................46 Abbildung 24 – PSP: Color Balance, Skew (v.l.)....................................................................47 Abbildung 25 – PSP: Einstellen der Transparenzwerte .........................................................48 Abbildung 26 – PSP: Reduzieren von Auflösung und Größe.................................................49 Abbildung 27 – 3DS MAX: Material Editor .............................................................................50 Abbildung 28 – 3DS MAX: VRML-Helper, LOD, VRML-Exportfilter (v.l.) ...............................52 Abbildung 29 – Grundstruktur des 3D-Informationssystems..................................................53 Abbildung 30 – Ausschnitt aus dem Gesamtmodell (Unter den Linden)................................54 Abbildung 31 – Polygon Reduction Editor..............................................................................56
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