Full text: Systems for data processing, anaylsis and representation

  
generated for a specific user view pyramid. 
The ray tracing technique must be able to 
decide which terrain or object polygons are 
intersected by initial rays or reflected rays. 
The search through all possible polygons for 
each ray is very time consuming. Many 
optimizations are used to reduce the number 
of intersections that must be calculated. 
A ray traced image may show very realistic 
effects such as reflections off of shiny 
surfaces, and generally is the type of image 
that is used in movie sequences. 
Inverse ray tracing is also popular in 
rendering. In this case instead of tracing a 
ray from the source until it intersects the 
terrain and finds its way into the view 
pyramid, the ray is cast from the viewer's 
eye, through image pixels in the imaging 
plane, and onto the terrain. This technique 
must also look for the intersection of the ray 
with the terrain polygons, but much fewer 
rays have to be cast. The terrain reflectance 
properties are assumed to be lambertian, in 
which for a given source ray, reflection 
occurs in all directions.  Multi-bounce 
scattering is not easily accommodated within 
inverse ray tracing. 
IV. GTRI RENDERING APPROACH 
GTRI has developed a generic C rendering 
approach using the methodology of data base 
to screen rendering as described above. This 
technique implements photo texture mapping 
for both terrain and objects, can handle 
arbitrarily large spatial databases, 
incorporates antialiasing techniques for 
motion rendering (simulation), and runs in 
near real time (approximately 10 seconds) on 
a Sun SPARC 1 class workstation. Dynamic 
indexing into multiple levels of database 
resolution creates appropriate background 
fuzziness and antialiasing while reducing the 
total number of polygons to process. Image 
data or GIS feature layers may be draped 
over the terrain, giving a user the capability 
to dynamically see raw or analyzed 
information in a natural perspective. Using 
118 
a graphical user interface (GUI) a user 
may navigate throughout the database 
interactively, evaluating dynamically the 
visibility of certain features from his 
autonomous path. The perspective images 
of the spatial data set provide the ability 
for the user of the system to totally 
immerse himself within the spatial data 
base with ultimate free movement. The 
scenes that are created as the user moves 
are high quality, detailed, views of the 
spatial data set. The user is truly 
immersed into a virtual spatial data set 
using a Virtual GIS (VGIS). 
As the speed of rendering and display 
increases with the Joy’s Law increase in 
computing power , and as more of the 
process is implemented in parallel, full 
real time immersion is possible. While 
virtual immersion within the spatial data 
set is practical in the near term (1 to 2 
years), the speeds for typical GIS spatial 
analysis functions should also be 
increasing. Thus, a user might place 
himself on a hillside and watch a 
rainstorm drop water into a watershed (a 
graphical illustration of a meteorology 
model), watch as the water finds its way 
into streams (as modeled by watershed 
runoff models), and see the river rise and 
create flood hazards. This is the very 
beginning for the merger of modeling, 
GIS, and visualization. 
V. REALTIME GIS INTERFACE 
In addition to the ability to immerse 
oneself within spatial data, a user must 
also be able to perform the natural GIS 
query functions and dynamically see the 
results of GIS analysis. The query 
function is implemented with the dynamic 
movement control structure of the view 
model. All interaction occurs with the 
rendered image. The user can place 
himself high above the database and 
essentially see a two dimensional view of 
the spatial data, or he can zoom into the 
data to view it from a specified view 
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