HW3D A tool for interactive real-time 3D visualization in GIS supported flood modelling

HW3D A tool for interactive real-time 3D visualization in GIS supported flood modelling
HW3D A tool for interactive real-time 3D visualization in GIS supported flood modelling

HW3D:A tool for interactive real-time3D visualization in GIS supported?ood modelling

Jan Bender Universit¨a t Karlsruhe jbender@https://www.360docs.net/doc/7a7096795.html,a.de

Dieter Finkenzeller

Universit¨a t Karlsruhe

d?nken@https://www.360docs.net/doc/7a7096795.html,a.de

Peter Oel

Universit¨a t Karlsruhe

peter.oel@web.de

Abstract

Large numerical calculations are made to get a prediction what damage a possible?ood would cause.These results of the simulation are used to prevent further?ood catastrophes.The more realistic a visualization of these calculations is the more precaution will be taken by the local authority and the citizens.This paper describes a tool and techniques to get a realistic looking,three-dimensional,easy to use,real-time visualization despite of the huge amount of data given from the?ood simulation process. Keywords:CASA2004,computer graph-ics,virtual reality

1Introduction

Flood catastrophes cause tremendous damage to people and their belongings.21people died in Germany in August2002during a?ood of the river Elbe.Ten thousands had to be evacuated and thousands lost their home.The total damage runs into15billion Euros.

Today high sophisticated techniques are used to simulate a?ood catastrophe.The Institute of Water Resources Management,Hydraulic and Rural Engineering(IWK)of the University of Karlsruhe developed a GIS-supported?ood model for the German river Neckar[1].The model is transferred to the water management administration of Baden-W¨u rttemberg with the aim to support the handling of?ood-relevant questions,e.g.the classi?cation of legally valid ?ood areas or the risk analysis.Possible inunda-tion zones are calculated during the simulation process and the result can be visualized as over-lay in topographic maps or ortho-photos.These visualizations are used by the local authority to prevent further https://www.360docs.net/doc/7a7096795.html,rming the local in-habitants about the risk of possible?oods is an-other aim of the visualization.The visualization tool was originally made for the?ood data of the river Neckar but it can be used for every other river as well.

Two-dimensional map-based visualizations do not have the degree of immersion like three-dimensional visualizations have.Lifelike visu-alizations are needed to make people sensitive to the possible risk of a?ood.Realistic look-ing visualizations of that purpose are typically made using large animation and rendering tools like3D Studio Max(discreet)or Cinema4D (MAXON).The result is a movie of a possible ?ood.

But there are many disadvantages using these tools.An expert is needed to handle the software and to create the movie from the given data.Un-til a movie is completed much time is spent to prepare the data and to render all the single im-ages.This can take several hours for the entire animation.After a movie is?nished the path of the camera is?xed.It is not possible to change the point of view arbitrarily without recomput-ing the whole movie.

The?ood simulation tools are used at the local authority and should therefore be easy to use and?exible in adjusting to different datasets.The goal of this work is to build a three-dimensional real-time visualization tool

that gives the user the possibility to navigate freely through every simulated?ood scenario. The main objectives are realism,short loading times and real-time visualization despite of the really huge datasets,since the digital terrain model used by the?ood simulation software is of very high resolution.

The following topics will be discussed in this paper.An approach in displaying?ood periled areas in a realistic way will be shown in sec-tion2.An overview of existing techniques for real-time rendering of huge terrain data sets will be given as well.The data used for the visu-alization will be described in detail in section 3.Afterwards in section4the methods which made the real-time visualization possible will be introduced.The following section5describes how the methods mentioned in the preceding section are combined with displaying large tex-ture maps.Section6discusses the user interface of the visualization tool.In section7the perfor-mance of the developed software is measured. The paper ends with section8discussing future work.

2Related Works

In this work the results of numerical?ood sim-ulation and its three-dimensional representation in real-time are combined.The goal of the work is to give the user a realistic impression of the area affected by?ood.This includes textured buildings,aerial photos,textured land use and animated water.For the three-dimensional real-time rendering of the data the amount of trian-gles for displaying must be reduced.There are different techniques in reducing the amount of triangles.

One is to generate a static lower resolution mesh or triangulated irregular network(TIN)[2] which is always used for rendering.The genera-tion of this mesh is done in a pre-processing step in which the original mesh is reduced and opti-mized for a given resolution.The advantage of this technique is that a reduced mesh has to be built only once.But while navigating through the scene the terrain always has the same res-olution even when the viewpoint is close to a rough region.A moving viewpoint leads to the demand of a viewpoint dependent triangulation of meshes.The term level of detail identi?es the algorithms aiming at this property.

One approach is to divide the source mesh into smaller areas and generate several multi-resolution triangulations.Dependent on the point of view a different level of detail of these areas will be shown(mentioned in[3]). Hoppe[4]describes a continuous view depen-dent reduction of meshes for terrain rendering (progressive meshes).He uses TINs as well as geomorphing to avoid the phenomenon of ver-tex popping.As described in section4Hoppe’s algorithm is not useful for this work. Roettger et al.[3]present an algorithm for real-time generation of continuous levels of de-tail for height?elds.As data structure they make use of a quadtree representation of the height ?eld.As a limitation they assume the height ?eld to be at size of2n+1.In this work a mod-i?ed version of this algorithm is used which is described in section4.Lindstrom and Pascucci [5]used also a quadtree for their algorithm Lindstrom et al.[6]and Duchaineau et al.[7] both use a binary triangle tree(triangle bintree) for the mesh as data structure.Duchaineau et al.take a pre-processed bintree to built two pri-ority queues for split and merge operations that maintain continuous triangulation.They apply a top-down approach in which the mesh is recur-sively re?ned until an error metric stops re?ne-ment.In contrast Lindstrom et https://www.360docs.net/doc/7a7096795.html,e a bottom-up approach to simplify the triangle mesh until an error metric stops the simpli?cation.

VRML?ood of Rinner and Fitzke[8]is an ap-proach to achieve a realistic real-time visualiza-tion of?ood periled areas.Due to VRML the user is able to access?ood data over the inter-net but a plug-in for the user’s browser is https://www.360docs.net/doc/7a7096795.html,ual plug-ins for browsers running on MS Windows are Cosmo Player(Silicon Graph-ics,Inc.),Cortona(Parallel Graphics)or Con-tact(Blaxxun).With VRML?ood it is possible to choose different water levels and watch the scene from different viewpoints.A water level is a plane that is determined by one z-value.In contrast to that in this work every water level is given as an elevation grid with a high resolution. The use of a grid provides more accuracy.

Figure1:Top view on the terrain grid mesh 3Visualization Data

This paper shows how to design a tool which al-lows the user to?y through a?ood scene in real-time considering the special needs given from the?ood simulation.The scene is a geomet-rical representation of the river landscape and consists of terrain with texture,water levels and buildings.Each dataset is georeferenced by us-ing the Gauss-Kr¨u ger coordinate system.The data(except the texture images)is given in an ASCII-format.

The data used as terrain is a grid mesh.A z-value corresponding to the height of the land-scape is given at each vertex.The z-value is a 32-bit?oating point value.The top view on an example grid mesh is shown in?gure1.The grid consists of3.108x3.869vertices.Nor-mally only the river surroundings are impor-tant for the?ood simulation.For the other ver-tices there exist no z-values in the data.Only 1.686.538vertices of the approx.12million ver-tices in?gure1have a z-value.The resolution of the terrain grid mesh is relatively high because the?ood simulation needs an exact representa-tion of the landscape to get good results.Two neighbour vertices have the distance of2meters in the grid.

For the visualization of the water surface the user can load data for different water levels.The data for each water level is a grid mesh with the same resolution as the terrain mesh of the ac-tual scene,also containing z-values correspond-ing to the water level for each vertex.The water level is not only a single z-value for the whole scene,since the?ood can be blocked by a bank. For a large scene the absolute water level can change during the course of the river.After load-ing more than one water level the increase or the decrease of the water surface can be animated by interpolation.

The texture that is used for the terrain is nor-mally an aerial photo or a map of the region.In general the texture needs more space than a modern graphics card can keep in its texture memory.For example,a map with a low reso-lution(one pixel per1.25meter)for the grid of ?gure1would have4.972x6.189pixels.With a colour depth of32bit the texture would need 123megabytes of memory.

The?ood simulation is of special interest for regions where people live or where important historical or industrial buildings are.For all the buildings in the?ood region there exist?oor plans given as polygon https://www.360docs.net/doc/7a7096795.html,ing this data the developed software is able to generate the build-ings for the?ood scene.With the visualization tool the user can detect which buildings are af-fected by the?ood and which are not.For the terrain grid mesh of?gure110.562buildings had to be generated by an algorithm.

The amount of data that the software has to handle is huge.The next section will show how the real-time visualization of this data was real-ized.

4Real-time Visualization

With an actual low end system it is not possible to render the data as described in the last section in real-time.The systems are too slow to handle that amount of data.The only way to reach a faster visualization is to reduce the given data. The dif?culty using a data reduction is to min-imize the difference between the original data and the reduced data.The minimization of this error is a special challenge in the visualization of?ood data.Every error in the elevation data of the terrain or the water can have the effect that the wrong areas in the terrain are?ooded. The error at a point which is far away from the viewer is less disturbing than the error at a near point.This fact has to be considered when de-signing an algorithm to reduce the data.

Both the water and the terrain grid mesh are given as an ASCII-character-?le with all vertices inside.One of the requirements was that the algorithm must not spend much time with pre-processing.Because of this the construction of a progressive mesh[9]with view-dependent re-?nement[10]was not possible.Instead of this a continuous level of detail algorithm was needed that works directly with the elevation grid.

The next sections introduce the methods used to reduce the data.Afterwards the results of these methods will be presented.

4.1Continuous Level Of Detail

For the visualization tool a modi?ed version of Roettgers continuious level of detail algorithm [3]is used to decrease the triangle count of the terrain and the water triangle mesh.It has the advantage that it does not need much time for pre-processing.The data structure of this algo-rithm is a quadtree.

A new triangle mesh is generated in two steps. First a matrix is build by recursively traversing the quadtree.This matrix has an entry for every vertex in the original grid and it represents the quadtree.For each node that is reached while traversing the quadtree a special value is set to the corresponding entry in the matrix.The value 0is set if the actual node did not pass the view-frustum culling,i.e.that the whole sub-tree of this node is not visible and will not be displayed. If none of the vertices in the node has a z-value then the value is set to1.Otherwise the node lies in the view-frustum and it has valid data for drawing.The entry in the matrix is set to the value2if the actual node should not be re-?ned further and to the value3if more detail is needed.If one of the?rst three values is set then the corresponding part of the quadtree is not tra-versed further.To determine if a node should be re?ned further or not a cost function is used. The decision for a re?nement depends on the distance between the viewer and the node and on the height difference in the node.For the re-duction of the water data the second part is not needed because the water mesh contains no rel-evant height differences.

After the matrix is?lled with the necessary values the second step is to draw the triangle mesh.In this step the quadtree is traversed a second time.The matrix is used to determine if a node should be re?ned further or if it should be drawn in the corresponding resolution.If the matrix has the value0or1then the node will not be drawn at all.

Triangle fans are used to draw a node in the triangle mesh.While drawing a node it is neces-sary to take a look at the resolution of its neigh-bour nodes.This can be done by using the

ma-

Figure2:The problem of mesh

cracks

Figure3:Tile management

trix.If the resolution differs then cracks in the mesh will appear as shown in?gure2.

To avoid this crack the vertex which is marked in?gure2is skipped.The triangle mesh can be drawn without any cracks by skipping vertices as shown above if it is guaranteed that the level of detail of two neighbour nodes differs at max-imum by one.

4.2Tile Manager

The?ood region which the software has to vi-sualize has an arbitrary size.That means that even with using the continuous level of detail algorithm there are?ood scenes which cannot be handled in real-time because they contain too much data.

The real-time condition can only be complied with if the amount of data that the system must handle has an upper bound.To limit the data only a part of the whole scene is drawn.While the viewer navigates through the?ood scene the visible part has to be changed so that he never leaves it.To reach this goal the whole data of ter-rain,water,buildings and texture is partitioned in tiles with a?xed size.

Figure3shows the visible part of the scene consisting of16tiles.If the number of tiles that

is used for the visible part is4to the power of

n then the tile management can be easily com-

bined with the quadtree of the continuous level

of detail algorithm.The quadtree algorithm just

needs to start at the n-th level.The arrow in the

?gure marks the position of the viewer.If he

leaves the area in the centre of the visible part

that is limited by the dashed line a new row or a

new column of4tiles is loaded and on the other

side a row or a column of tiles is deleted.Af-

terwards the viewer is again in the centre of the

visible part.The limited area must have at least

the size of one tile and it should not be bigger

than four tiles for good results.

Terrain-,water-and building-tiles have ex-

actly the same size and position.The partition-

ing of the terrain texture is a special case for the

tile management.For drawing the scene a tex-

ture is needed that?ts into the texture memory

of the used graphics card and that has a resolu-

tion of2n×2m.The size of the texture tiles is chosen ful?lling the two conditions.In general

the texture tiles have a different size and posi-

tion than the tiles of terrain,water and buildings.

The movement of the visible part of the texture

depends just on the position of the terrain part

and not directly on the position of the viewer. With the tile management technique only a few tiles need to be kept in the main memory and to be drawn.The rest of the tiles can be swapped out in temporary?les on the harddisk.These temporary?les can also be used for reducing the time that is needed to load a scene.Every time the user wants to load data for terrain,wa-ter,texture or buildings the software checks if the temporary?les for the chosen data set are already on the harddisk.If it has found the?les then they are loaded instead of reading the origi-nal data and pre-processing it again.The speed-up is tremendous especially on loading terrain or water data because the grid meshes are given in an ASCII-character-?le.A mesh with3.108 x3.869vertices like the one in section1needs 75megabytes of disk space for example.For the temporary?les a more ef?cient?le format is used and it is only necessary to load the16visi-ble tiles.In the end the amount of data to load is about nine times less than with the original?les. By using this technique the software needs only a few seconds to load a whole scene instead of a few minutes.4.3Results

The terrain grid mesh shown in?gure1has 3.108x3.869vertices.Now the reduction of data obtained by the tile management,view-frustum culling and the continuous level of de-tail algorithm is measured.

As described in section3only1.686.538ver-tices of the grid mesh have a valid z-value.With-out any reduction of the data the generated trian-gle mesh has3.360.793triangles.With an actual low-end system it is not possible to draw a mesh like this in real-time.Figure4shows the terrain mesh without any optimization.

The?rst reduction of the data is done by the tile management.The16tiles of the terrain mesh contain about1million vertices but only 444.411of them have a valid z-value.The visi-ble part of the real scene has a size of2x2kilo-metres.The corresponding triangle mesh con-sists of878.196triangles.So after the?rst re-duction only26percent of the original data is

left.

Figure4:Triangle mesh without

optimization

Figure5:Triangle mesh with full optimization As next step of the reduction view-frustum culling is executed.The actual camera frustum of?gure4is used.After the reduction only the triangles that can be seen in this?gure are left. After executing view-frustum culling there are 102.412triangles left.Until now there is no er-ror in the visible triangle mesh since none of the

visible vertices was erased.After the two reduc-tion steps only3percent of the original data is left without any approximation error.

The last step is to reduce the rest of the tri-angles with the continuous level of detail algo-rithm described above.The resulting triangle mesh is shown in?gure5.

After all optimization steps the triangle mesh consists of9.771triangles and it has an accept-able approximation error.

In the end the triangle mesh contains only0,3 percent of the original data.This mesh can eas-ily be drawn by an actual low-end system in real-time.The triangle mesh of a water elevation grid can be reduced even more.A water mesh con-tains no relevant height differences so there is no need for a very high resolution at a special vertex.

5Realism

Section4describes how a real-time visualiza-tion of large data sets is realized.This section will show how the data sets can be presented in

a realistic looking way.

5.1Terrain Texture

To draw the surface of the terrain a triangle mesh is generated from an elevation grid.If all trian-gles have the same colour then the surface does not look like a realistic terrain.A better solu-tion would be to give each vertex of the triangle mesh a colour that depends on its height.Af-terwards the surface of a triangle is?lled with interpolation.

The visualization with a texture as surface of the terrain provides the best results.For exam-ple aerial photos could be used as a texture to get a very realistic visualization.Another possi-bility is to use a map as texture to give important information about the region to the viewer.

In general the textures used for the terrain mesh do not?t in the texture memory.Because of that the textures are partitioned in smaller tiles.In the end there is no big terrain tex-ture anymore.There are many texture tiles that ?t together.The disadvantage of having more than one texture tile is that on each line where two neighbour texture tiles meet there

appears

Figure6:The division of triangle fans

a problem with the triangle mesh.If a texture tile ends in the middle of a triangle fan and an-other tile begins then there are triangles in the fan which have more than one texture.This is undesirable because every triangle should be-long to exactly one texture tile.To solve this problem the affected triangle fan has to be di-vided.

Figure6shows all possible divisions of trian-gle fans that could appear.Dashed lines mark the borders of the texture tiles.

5.2Water

The?ood simulation software computes water grid meshes for different points in time.The increase or the decrease of the water level can be animated by interpolation over time.The in-terpolation of the whole grid mesh takes much computation time.A faster solution is to inter-polate only the necessary vertices of the water grid mesh.For the real-time visualization of wa-ter the algorithm of section4is combined with interpolation.The z-value of a vertex is calcu-lated when needed for the?rst time.In the end only the vertices are interpolated which the al-gorithm did not delete during the reduction. For a realistic visualization of the triangle mesh a water texture is used.This texture is made transparent with alpha-blending.A trans-parent texture has the advantage that the user can see the terrain that is under water.If a map is used as terrain texture then the user can see di-rectly which streets,buildings,etc.are affected by the?ood.The geometry of the water must not be changed for generating waves on the surface. Because of that the motion of the waves is sim-ulated by multi-texturing.The same water tex-ture is used two times.Both textures are rotated continuously against each other.By adding the colour values of the two resulting images a new texture is generated for each frame.With this

technique the viewer gets the impression that the water surface moves but without a certain direc-tion.

While drawing the scene the depth-buffer of the graphics card is used to determine which parts of the terrain are?ooded.In general the depth-values saved in the buffer are rounded. The size of the arising rounding error depends on the amount of bits per pixel used by the depth-buffer and on the depth of the view-frustum.According to[11]the loss of accuracy can be described with the following formula:

log2z far

z near(1)

The terms z near and z far describe the depth of the near and the far clipping plane of the view-frustum.Figure7shows a screenshot that was made with a16bit depth-buffer.Lines of water appear over the terrain because of round-ing errors in the

buffer.

Figure7:Problem with depth-buffer

To reduce the rounding errors which appear there are two possibilities.Either a graphics card which provides a bigger depth-buffer is used or the depth of the view-frustum is reduced.

The depth of the view-frustum depends on the near and the far clipping plane.To reduce the depth the clipping planes must move closer to-gether.The view-frustum is intersected with the terrain surface.Afterwards the point of intersec-tion with the minimum depth-value determines the position of the new near clipping plane.The new position of the far clipping plane is com-puted analogous.

5.3Buildings

In general?ood simulation and visualization is made for inhabited regions.A local habitant will get a realistic impression more easily if he sees the three-dimensional buildings in the visualiza-tion.The data for the buildings are original data from the local land surveying of?ce.For each building there are a two dimensional polygon representing its?oor plan and attributes for ad-ditional information about the building.

The?rst step is to get a valid z-value for the polygon of the?oor plan.This value can be computed with the elevation grid mesh of the terrain.For each vertex of the polygon the z-value in the terrain is determined by interpola-tion.The minimum of these values is used as the z-value of the whole polygon.The height of a building is estimated depending on its purpose. For example dwelling houses will be less in size than churches.

Dependent on the purpose of a building its3D shape is automatically generated.This means that depending on the building’s?oor plan dif-ferent roofs are created for dwelling houses,fac-tories,churches etc.Factories receive a?at roof whilst dwelling houses and churches get a pitched roof.The algorithm for generating the pitched roofs is based on the work of Oswin Aichholzer and Franz Aurenhammer[12].To achieve an even more realistic impression the buildings are textured depending on their pur-pose.Therefore different textures for doors, walls and windows are used.In?gure8the left image shows how a church is constructed with triangles.The image on the right shows the same church drawn with textures for its walls, its windows and its roof.

Whole cities are created upon these buildings. But instead of creating these city maps procedu-rally like Yoav I.H.Parish and Pascal M¨u ller [13]did the cities in this work are reconstructed based on real data.For each building its geo-referenced position is given and therefore its ex-act placement on the terrain is known.This im-proves the visual impression of the cities and it is easier for the inhabitants to recognize their own city.

While the user navigates through a?ood scene he can ask for the additional information that exists for a building by clicking with the mouse pointer on it.This information contains for example the purpose of the building.

Figure8:Model of a

building

Figure9:Cloud-texture with Perlin noise

5.4Light And Sky

The use of light in a scene is very important to get a realistic three-dimensional impression.By using light shading the contour of the terrain sur-face becomes visible.

For a realistic world a sky is needed in the ?ood scene.The sky should have a sun and clouds.The position of the sun is determined by the position of the light source.To draw the sun a plane with a corresponding texture is used. The visualization tool uses a hemisphere to draw the sky.This sky dome is constructed with nearly1.300triangles.For the visualiza-tion the hemisphere is drawn two times.The ?rst hemisphere is?lled out with different blue tones to simulate the atmospheric effects.For the second hemisphere a cloud texture is gener-ated with the Perlin noise technique[14].The left image of?gure9shows an example for a Perlin noise texture.The two hemispheres are combined with alpha-blending.The right image of?gure9shows the resulting sky dome.

To simulate the motion of the clouds the sky dome rotates slowly around the z-axis.

6User Interface

One of the main goals of this work is to develop a tool that is easy to use.After the user has loaded a new terrain dataset in the tool it will be immediately displayed.Now he can navi-gate freely through the scenario by keyboard and mouse inputs.Other datasets like texture,water levels and buildings can be added at any time to the scenario by loading the desired?le.

The tool provides a map functionality for an easier navigation.Every georeferenced image of the displayed region can be loaded in an ex-tra window and can serve as map.The position of the user is marked in this map.So the user always gets information about his current posi-tion.The map can also be used to jump imme-diately to a special point in the scenario.

After loading buildings the user can get infor-mation about every single building by clicking with the mouse on it.If the user has loaded more than one water data set then he is able to start an animation of the increasing or decreasing off water level.So he can watch which buildings, streets etc.will be affected by the?ood.

The visualization tool provides a keyframe technique.The user can mark several positions of the camera during his?ight through the sce-nario.The tool computes a control polygon for the marked points in order to generate a cubic B-spline for the?ight path of the camera.This ?ight path is displayed in the map window and it can be used for an animated?ight through the scenario.A?ight path can be modi?ed at any time by the user and he can save it to use it later again for example for a presentation.A video clip can be generated of a?ight animation so a presentation of a?ood model is possible an ev-ery computer.These video clips can be used by local authorities to inform the inhabitants of a possible?ood.

7Results

This chapter contains information about the memory requirements of the developed software and about its speed.In the end some screenshots will be presented.

For the measurements of memory require-ment and speed a?ood scene which contains the following components is used:a terrain grid mesh of3108x3869vertices,two water levels each with a grid mesh of3108x3869vertices, a24bit terrain texture with4972x6189pixels and10562buildings.

During the pre-processing the software gen-erates a temporary?le for each tile of the scene.

The following table shows the amount of mem-ory that is needed by these?les on the harddisk. Altogether the temporary?les need about88.32

Terrain Water Terrain

Texture

Buildings Number of tiles6262203100

Memory

needed per tile

793KB538KB5-40KB1-139KB Total memory48MB32.5MB 5.3MB 2.52MB Table1:Memory requirements of the tempo-rary?les

MB of disk space.The central memory that is needed for this scene during runtime is about 30MB.The measurements of speed were made on a PC with the following components:AMD Athlon XP1800+,512MB PC-266DDRAM and nVidia GeForce3with64MB.

The speed and the number of triangles were measured at several different points of view in the?ood scene.The resolution was set to1024 x768pixels and the colour depth was32bit.All results are shown in the following

diagram.

Figure10:Measured rendering performance A longer random?ight through the whole scene was made.The?ight went several times through each tile.To measure the number of tri-angles and the frames per second the parame-ters of the continuous level of detail algorithm were not changed to maintain a certain frame rate.The maximum number of triangles that was measured at a point was45.401.At this point the algorithm rendered34frames per second. The average number of triangles was17.259and the average frame rate was67.For a real-time visualization a rate of25frames per second is needed.So the software has ful?lled the real-time condition.

Figure11shows four screenshots of the de-veloped visualization tool.Two images were made with a map as texture and for the other two an aerial photo was used.

8Future Work

In future the algorithms for the real-time visu-alization will be optimized.Furthermore the vi-sualization should become more realistic.Addi-tionally to the polygons for buildings there ex-ist polygons for special areas with information about their purpose.For example there exist polygons of forests or industrial areas.These polygons can be?lled with a suitable texture or with suitable objects(e.g.tree objects for a for-est area).

Another planned feature is the export of the geometry and texture data in a?le which can be read by actual3D software systems. References

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图1-4-1 蒙顶山景区主要景点 (二)突出重点法 突出重点法就是景点讲解时避免面面俱到,而是着重介绍参观景点的特点和与众不同之处的方法。一处景点,往往内容很多,讲解员必须根据不同的时空条件和对象区别对待,做到轻重搭配、详略得当,必要时去粗取精、去伪存真、由

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鸟巢内部参观结束后,讲解员引领游客至鸟巢BC口出,组织游客参观景观大道并做景观大道概况及大道两旁建筑物的讲解,给予游客适当的拍照与自由活动时间 (标准讲解时间:约10分钟) 游客景观大道拍照结束后讲解员集合游客步行至水立方入口验票参观 (标准讲解时间:约10分钟) 讲解员水立方内部讲解 (标准讲解时间:约20分钟) 参观结束后讲解员引领游客至水立方出口处配合观光车站点人员组织游客有序候车 (标准讲解时间:约3-5分钟) 乘观光车至娘娘庙参观,讲解员做娘娘庙的讲解 (标准讲解时间:约15分钟) 参观完娘娘庙后,讲解员组织客人至候车点乘车 (标准讲解时间:约3-5分钟) 乘车返回游客服务中心,沿途致欢送词,结束愉快的游览行程 (标准讲解时间:约2分钟)

工作人员服务规范标准: 1、职业道德 爱国爱企自尊自强 遵纪守法敬业爱岗 公私分明诚实善良 克勤克俭宾客至上 热情大度清洁端庄 一视同仁不卑不亢 耐心细致文明礼貌 团结服从大局不忘 优质服务好学向上 2、职业形象 精神饱满佩证上岗 着装整洁仪态大方 站姿挺拔行姿稳重 微笑服务细致周详 语言标准言词得当 3、职业纪律 遵守职业纪律,做到“四不”:不擅自离岗、不嘻笑打闹、在岗时不吸烟、不酗酒、不用电话聊天。 4、公司园区主要岗位服务规范 (一)园区接待服务规范 园区接待服务的主要工作包括售票服务、入门接待服务(包括验票及咨询)和投诉受理服务。 1、售票服务: (1)积极开展优质服务,礼貌待客,热情周到,售票处应公示门票价格及优惠办法。(2)主动解答游客的提问,做到百忙不厌,杜绝与游客发生口角,能熟练使用普通话。(3)主动向游客解释优惠票价的享受条件,售票时做到热情礼貌、唱收唱付。 (4)向闭园前一小时内购票的游客提醒景区的闭园时间及景区内仍有的主要活动。 (5)游客购错票或多购票,在售票处办理退票手续,售票员应按景区有关规定办理,如确不能办理退票的,应耐心向游客解释。 (6)热情待客,耐心回答游客的提问,游客出现冲动或失礼时,应保持克制态度,不能恶语相向。 (9)耐心听取游客批评,注意收集游客的建议,及时向上一级领导反映。 2、验票服务: (1)验票岗位工作人员,应保持良好的工作状态,精神饱满,面带微笑。 (2)游客入景区时,应使用标准普通话及礼貌用语。

高效的刀具管理软件解决方案ToolExpert

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高效的刀具管理软件解决方案ToolExpert

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景区讲解员培训材料

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导游部景区导游讲解管 理规定 集团标准化工作小组 [Q8QX9QT-X8QQB8Q8-NQ8QJ8-M8QMN]

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