3D GIS Software

All products of SuperMap GIS is 2D & 3D integration, that means, all the 3D functions and features are provided within the same software, not a separate one.

1.SuperMap UGC Core

All SuperMap Universal series products are based on this UGC core (Universal GIS Core, is SuperMap's C++ based GIS core which features high stability and performance and can be applied crossing platforms) .NET and Java Beans technologies are adopted to encapsulate GIS functions to .NET and Java components. In this way, developers can adapt to the new technologies, either a new programming language, a new component architecture, or even a new operating system, much easily, with the least cost. 
Based on UGC core, SuperMap adopts spatial engine technology (a common access mechanism or pattern to access data stored in different engines, including database engine, file engine, and Web engine) to provide supports for all data model, not only the traditional point, line and polygon objects, also support the TEXT object, a CAD composite object , Network Model and Route Model, Triangular Grid Model (TIN), Digital Elevation Model (DEM), GRID data, Image data and other complex data model.
Figure 1 Product Relationship of SuperMap GIS

2. SuperMap 3D Service

SuperMap iServer is a high performance cloud GIS application server based on GIS kernel, with 2D & 3D integrated services publishing, management and aggregation functions. SuperMap iServer provide 3D GIS visualization and analysis services, support 2D & 3D integration of 3D service caching, distributed parallel map and intelligent cluster management for 3D service, and expand development capacity of multi-level. By providing a variety of terminal SDK development, SuperMap iServer can be used to build a SOA application system and GIS private cloud system.
Figure 2 Publish 3D scene into 3D services

3. iClient 3D

3.1. SuperMap iClient3D for Plugin

SuperMap iClient3D for Plugin is a set of client development kit for 3D geographic information visualization, which is based on SuperMap UGC(Universal GIS Core) and OpenGL 3D graphics library. Ití»s consisted of GIS web plugin and JavaScript API, and the application program is integrated into web page in the form of ActiveX control( Encapsulated by SuperMap standard C++ kernel), which can be used to construct powerful, high performance and cross browser 3D application. 

3.2. SuperMap iClient3D for WebGL

SuperMap iClient3D 8C for Plugin is a set of client development kit for 3D geographic information visualization, which is based on open source framework Cesium, JavaScript and HTML5 WebGL technology. With the help of system graphics, the hardware accelerated rendering technology provided by WebGL present us the 3D scene smoothly. For the Front-end developer, they can transplant OpenGL program by JavaScript language in browser assisted by WebGL, to achieve three-dimensional effect in web client.   

4.Core Technology of SuperMap 3D

Based on the combination of UGC and SDX+ spatial database engine technology, SuperMap achieve a unified management of two-dimensional and three-dimensional from bottom design to software using. SuperMap support massive data( Terrain, image and map data of global scale are supported, the fine model, oblique photography model, surface stretching model and pipeline data of a great city which is 1000 square kilometer plus can be loaded in SuperMap ). Additionally, SuperMap possess capability of 3D fast rendering( more than 30 frames per second ) and high performance in 3D browsing and spatial analysis , the 3D effect is very bravery. There are five key technologies for SuperMap 3D :
1.  GPU graphics computing: GPU graphics hardware acceleration is used for SuperMap 3D spatial analysis functions, which can do real-time dynamic computing for current scene and present us the computing result, both in dekstop software and web client. In order to reduce the occupancy of the CPU, SuperMap use programmable graphics pipeline to share the work should be done by CPU to GPU, thereby enhancing fluency.
2.  Global subdivision: This method is similar with Google earth, it is dividing the whole world into blocks to manage the global data more convenient.
3.  Dynamic scheduling: Generally, the performance of game software is very good, but all rendering data of a scene is stored in memory, once the scene is changed, all data need to be reloaded, so the data quantity to be managed is limited. But for GIS, there are massive amounts of data, TB level, to be managed, storing all data in memory is not available, which require us to schedule data dynamically, that is, the dynamic loading of displaying data into memory, the other is unloaded from memory data in a timely manner.
4.  LOD data: LOD means Level of Detail, that is to say, we use the software to generate multiple copies, from the fine to the fuzzy. When rendering, data closes to the screen, we use the fine layer; farther away data, we use the fuzzy layer. What we use is the characteristics of 3D that the object is big when near and small when far, so the fuzzy layer will not affect the visual effects.
5.  Fast rendering: generally, CPU is quad core or eight-core, but graphics have dozens or even hundreds-core. So rendering 100 thousand objects with graphics rather than 10 thousand objects every time, to greatly reduce rendering times, so that the performance is improved.  

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