Full text: Systems for data processing, anaylsis and representation

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needed high resolution, and which parts 
could get away with mathematical texture. 
Techniques such as Delauney triangulation 
were used to optimize the number of 
polygons necessary to adequately represent a 
given area's terrain. Areas that had a 
complex terrain required more and smaller 
polygons (generally triangles or rectangles) 
while areas that were flatter could be 
adequately represented by fewer, larger 
polygons. When using mathematical texture, 
this technique could result in a reasonable 
representation of the terrain, and more of the 
compute time could be spent on rendering 
high resolution versions of the natural and 
manmade objects. 
Normally, a real time system can process a 
given number of polygons in 1/30th of a 
second. If more detail is given to the 
terrain, then less detail will be available to 
the object. The size of the individual polygon 
may not be a major time factor. This 
tradeoff between realism and speed has 
always existed in simulation. 
In the late 1980's photo texture became the 
trend in simulation systems. Instead of 
generic or mathematical texture functions to 
determine the color of a specific polygon, an 
image of a real world object or terrain was 
used. | When the terrain polygon was 
projected to the screen, an interpolation or 
mathematical function was not used to 
determine how to fill the projected polygon. 
Instead, the real world image was 
transformed through the same perspective 
transformation and pixel by pixel used to 
populate the polygon. Photo texture is 
especially effective when it is necessary to 
portray a very complex setting such as an 
urban landscape. Buildings within this urban 
environment might take very many polygons 
to describe in a way that allowed the viewer 
to see a realistic view. Instead, a simple 
rectangular polygon could be projected and a 
digitized photograph of a real building could 
be mapped onto that projected polygon. A 
simulation system that takes advantage of 
photo texture might spend less time on the 
polygon projection and concentrate on the 
117 
relatively straightforward image 
processing functions to remap the image 
to the polygon. 
The above techniques use a data base to 
screen type of rendering in which within 
a limited view area, all polygons are 
rendered using the depth buffer to mediate 
visibility. It can be seen that this 
technique is very time dependent on the 
size of the terrain and object database in 
terms of the number of polygons to be 
projected and filled. For databases using 
real imagery as the terrain texture 
information, it is not uncommon for over 
100,000,000 polygons to be in a spatial 
database. For example, a merge of SPOT 
satellite information (60 km x 60 km) 
with a 10 meter pixel size with a portion 
of a Landsat Thematic Mapper scene (185 
km x 185 km) with a 30 meter pixel size 
would easily give over 70,000,000 
triangles to be rendered if the whole data 
base could be seen. Several other 
methods are often used in the generation 
of perspective images, ray tracing and 
inverse ray tracing. 
Ray tracing is a very straightforward 
procedure which often takes significant 
computer resources, but that generally 
results in high quality rendered images. 
Ray tracing assumes that there is at least 
one light source radiating light rays onto 
the spatial database including terrain and 
objects. Parallel rays are cast from the 
source toward the terrain. As each ray 
intersects the terrain it is either absorbed, 
reflected, or transmitted through the 
terrain material. If it is reflected, it may 
intersect another part of the data base or 
it may be reflected away from the data 
base. If it intersects another part of the 
data base, another calculation of 
absorption, reflection, or transmission 
must be performed. Ray tracing usually 
limits the number of multiple bounces that 
are performed. 
Those rays which are reflected toward the 
viewer's eye represent the image that is 
 
	        
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