Effective Large Area Tactical Land Marking on
3D Mobile WLAN and GPS Enabled Devices

Murat Özyurt, Tuna Tuğcu, Fatih Alagöz

In proceedings of SSW 2008, International Workshop on Small Satellites, New Missions And New Technologies.
05-07 June 2008, Istanbul, TURKEY.

Boğaziçi University, Computer Engineering Department Computer & Satellite Networks Research Laboratories

Emerging hardware technologies and modern software development libraries have made it easier to implement advanced techniques for location-aware positioning and information systems. Leveraging these technologies, we designed a GPS- and WLAN-enabled system for location determination in both civil and defense applications.

The proposed system is based on multi-user landmark information that is transmitted to a central coordination system. The collected data are then managed and shared among multiple users, enabling effective tactical navigation and coordinated decision-making.

Features

Mobile Terrain Navigation

The system is designed to operate on portable devices with limited energy resources and processing power. Users interact with a three-dimensional (3D) model of the region of interest. Each user can determine their position in terms of latitude, longitude, and elevation through a direct connection to GPS satellites.

The system enables users to navigate the terrain and place landmarks based on their observations in the field. The virtual 3D terrain can be rendered transparently, allowing users to view landmarks that would otherwise be obscured by terrain features or obstacles. Whenever a network connection is available, all landmark data can be synchronized and shared with other users through the central coordination system.

Users can mark assets by selecting different icons and placing them on the map using the device's touch screen. Smooth and responsive movement throughout the virtual environment is achieved using optimized graphics rendering algorithms.

The system also provides a distance measurement tool that allows users to calculate the straight-line (bird's-eye) distance between two points by simply dragging a pointer across the touch screen.

Implementation

During the course of this study, we developed two versions of a reference application that served as a testbed for evaluating the proposed system.

The first version was completed in February 2007 and provided GPS-based positioning along with 3D virtual terrain navigation capabilities. It utilized a low-resolution 3D terrain model, enabling it to run efficiently on mobile phones equipped with 3D graphics support.

The second version represents the current implementation and incorporates our optimized 3D rendering and landmarking algorithms, offering improved performance and enhanced functionality.

The application was developed using Microsoft Visual Studio 2005, the C# programming language, the .NET Compact Framework for mobile devices, and DirectX Mobile for 3D graphics processing. Testing was conducted on touchscreen-enabled mobile devices to facilitate intuitive user interaction and improve the flexibility of navigation and landmark placement.

Transparent Terrain

Terrain Background

The virtual 3D terrain model consists of a set of coordinate points generated using a 3D modeling application. In the sample implementation, the modeled area covers approximately 120 km × 120 km and is divided into 100 terrain segments arranged in a 10 × 10 grid.


The primary motivation for terrain segmentation is to render smaller portions of the available region at a higher level of detail. Since handheld devices have significantly more limited memory resources than desktop computers, efficient memory utilization is essential.

The sample region represents a relatively small geographical area encompassing southeastern Türkiye, northern Iraq, and southwestern Iran. Loading the entire region into memory is neither practical nor feasible while maintaining an acceptable level of visualization detail.


Accordingly, the reference application loads only a 48 km × 48 km portion of the terrain into memory at any given time. The amount of terrain data processed for each rendered scene varies dynamically according to the observer's current position and viewing direction.

Because the primary objective of the system is to provide high-resolution elevation data, the terrain representation must be carefully optimized to balance visual fidelity with the limitations imposed by large digital elevation datasets.


In any 3D rendering framework, increasing the number of vertices or terrain data points in a scene results in greater computational complexity and can significantly reduce rendering performance. Therefore, efficient terrain management and rendering techniques are essential for achieving interactive visualization on resource-constrained mobile devices.

Textures

Each terrain segment is overlaid with satellite imagery, which is used as the texture during rendering to provide a realistic visualization of the terrain.

The resolution and quality of the textures depend on the capabilities of the target mobile platform. The use of satellite imagery significantly enhances users' perception of the terrain by providing visual information that cannot be conveyed by elevation data alone.

The total number of terrain segments that can be loaded into the device's memory at any given time is constrained by several factors, including the size of the texture images, the volume of elevation data, the available memory, and the processing capabilities of the mobile device.

Segments

In the current testbed implementation, each terrain segment is represented by a grid of 51 × 51 elevation points. Consequently, each segment contains 2,601 elevation data points. With a total of 100 terrain segments, the complete 120 km × 120 km region is represented by 260,100 elevation data points.

At runtime, only a subset of the terrain is maintained in the device's dynamic memory. Specifically, a maximum of 4 × 4 (16) terrain segments are loaded simultaneously, limiting the number of elevation data points processed for 3D visualization to 41,616. This significantly reduces memory usage and computational overhead while maintaining an adequate level of visual detail.

The accompanying figures illustrate the complete terrain model composed of 100 segments, as well as the 2,601 elevation data points that constitute a single terrain segment. The latter is presented in both top-down and perspective views to demonstrate the underlying terrain representation.

Performance


Performance of a 600 MHz Mobile Device CPU with
4 × 4 = 16 Terrain Segments in Memory
Points
per Side
Total Points in a
Single Terrain Segment
Average Number of
Points on Viewport
Average
FPS
Minimum
FPS
Maximum
FPS
301 90,601 453,005 0.02 0.005 0.06
251 63,001 315,005 0.085 0.02 0.20
201 40,401 202,005 0.20 0.12 0.42
151 22,801 114,005 0.70 0.20 1.10
101 10,201 51,005 1.20 0.90 2.00
51 2,601 13,005 4.00 3.00 7.00


Performance of a 400 MHz Mobile Device CPU with
3 × 3 = 9 Terrain Segments in Memory
Points
per Side
Total Points in a
Single Terrain Segment
Average Number of
Points on Viewport
Average
FPS
Minimum
FPS
Maximum
FPS
301 90,601 271,803 0.017 0.003 0.050
251 63,001 189,003 0.071 0.012 0.167
201 40,401 121,203 0.167 0.072 0.350
151 22,801 68,403 0.583 0.120 0.917
101 10,201 30,603 1.000 0.540 1.667
51 2,601 7,803 3.333 1.800 5.833

Centralized Data Management

The system includes a centralized server application responsible for managing landmark data submitted by multiple users. The server maintains user connections and synchronizes landmark information by distributing updated data to all connected clients, thereby ensuring a consistent view of the shared operational environment.

The server-side application is designed to support communication over various network protocols. In the prototype implementation, Wireless Local Area Network (WLAN) communication was used to demonstrate the system's functionality. However, the communication architecture is independent of the underlying physical network infrastructure, allowing the system to operate over any suitable networking technology.

"

Bulk Data Generation

Considering a surveillance team as the primary users of the system, the application enables users to place and manage multiple landmarks within a specified operational area. To support this functionality, the system implements a 2D-to-3D unprojection algorithm that determines the three-dimensional coordinates corresponding to a point selected on the two-dimensional touchscreen. Whenever a user touches the display, the system computes the corresponding 3D coordinate, provided that the selected point lies on the terrain surface.

The current implementation employs a proprietary terrain model rather than a standard Digital Elevation Model (DEM). Ongoing research focuses on supporting Digital Terrain Elevation Data (DTED) formats for deployment on handheld devices.

Because DTED Level 1 and higher datasets exceed the memory capacity of the target mobile devices, we are investigating approximation algorithms that estimate elevations for intermediate points using DTED Level 0 data. This approach aims to provide higher-quality terrain representation while remaining within the memory and processing constraints of resource-limited handheld platforms.

To further improve system performance, future development will focus on migrating the implementation to a lower-level programming language to reduce the overhead introduced by the underlying software framework and to enable more efficient 3D graphics processing.

The project has been developed primarily by a team of undergraduate and graduate students, each contributing on a part-time basis throughout the course of the research.

Sample Views

Assets can be marked using different icons by simply touching the device's touchscreen. The user interface is designed to provide intuitive interaction, while smooth movement and navigation within the virtual environment are achieved through optimized graphics rendering algorithms.

The system also provides a distance measurement tool that enables users to calculate the straight-line (bird's-eye) distance between any two points. The measurement is performed interactively by dragging a pointer across the touchscreen, allowing distances to be determined quickly and accurately.

Acknowledgments

This project is supported by The Turkish State Planning Organization under “The Next Generation Satellite Networks and Applications” project, No: DPT 2003-K120250