distributed visualization of terrain models

21
1 Applied Mathematics Distributed visualization of terrain models How to get the whole world into a coffee mug... Rune Aasgaard

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Distributed visualization of terrain models. How to get the whole world into a coffee mug... Rune Aasgaard. Where to put the workload?. Do everything at the server Requires a powerful server... …and fast network connection... ...but simple client. Render in the client - PowerPoint PPT Presentation

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Page 1: Distributed visualization  of terrain models

1

Applied Mathematics

Distributed visualization of terrain models

How to get the whole world

into a coffee mug...

Rune Aasgaard

Page 2: Distributed visualization  of terrain models

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Applied Mathematics

Where to put the workload?

Do everything at the server Requires a powerful server... …and fast network connection... ...but simple client.

Render in the client Reduces load on server and network… …smooth interactive movement actually possible… …but requires a smart and complex client... …and more sophisticated hardware.

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Where to put the data?

Client terrain database Near graphics system Fast updating from server data Limited size Some support for simple analysis

Server terrain database Huge data volume Fast query access No traversal of data Integration of new and improved data sets?

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Level-of-Detail Triangulation

Consists of: A coarse base triangulation: T0

A set of refinement operations: Ti

Results in: A set of triangulations: Ti

View dependent expansion of client data structures: Only show what is necessary for generating an image Use screen-space error tolerance Approximation error estimates for each refinement operation

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Client data structures

Should support the graphics system

Triangle strips 3D coordinates Surface normals Texture coordinates Map to a set of texture tiles

Portability - Java and Java3D

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Client data structures

Update with data from server

Start with coarse base triangulation Request data from server when:

Area becomes visible More detail is required (viewpoint moved in)

Reduce to coarser level when: Area becomes invisible Less detail is required (viewpoint moved out)

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Server data structures

Can be huge!

Whole earth, 30” grid (DTED Level 0): 933.120.000 points! Whole earth, 3” grid (DTED Level 1): 93.312.000.000

points! Luckily, 2/3 of the earth is ocean Major parts of the land is relatively flat Can benefit from data simplification and compression

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Server data structures

Server responds to client requests: in: Position out: Elevation and Elevation approximation error

Queries are expected to be: chunked localized in area and resolution level

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Binary Triangle Trees

Hierarchy of right-isosceles triangles Related to Lindstrom triangulations and the ROAM

algorithm

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Binary Triangle Trees

Simple data structures simplifies network streaming

Regular refinement pattern fits well with texture tiles simple integer coordinates maps easily to regular quad trees

But…. requires more triangles for representing complex objects than

irregular triangulations

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Approximation error spheres

One sphere for each vertex

Radius = Approximation error / angular resolution

If the viewpoint is inside sphere, display vertex

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Zooming in - Scandinavia

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Zooming in - Scandinavia

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Zooming in - The Oslo fjord

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Zooming in - The Oslo fjord

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Zooming in - Tønsberg

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Zooming in - Tønsberg

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San Francisco - bay area

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Islands in the sun

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Oslo fjord - elevation color coding

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Oslo fjord - elevation color coding