THE “MARINE GIS” — DYNAMIC GIS IN ACTION
Christopher Gold (1), Michael Chau (2), Marcin Dzieszko (1), Rafel Goralski (1)
(1) Dept. Land Surveying and Geo-InformaticsHong Kong Polytechnic University, Hung Hom, Kowloon, Hong Kong SAR, PRC.
(2)Hong Kong Marine Department, Pak Sha Wan, Hong Kong SAR, PRC.
Christophergold@Voronoi.com
KEY WORDS: GIS, Oceanography, Navigation, Algorithms, Data Structures, DEM/DTM, Graphics
ABSTRACT:
The sea moves: the land usually stays still. It is not surprising that the underlying structure of a land-based GIS is rarely appropriate
for marine applications. Add the third spatial dimension and it is clear that an attempt to simulate the sea requires a major overhaul
of the appropriate algorithms and data structures.
It has seemed obvious to us for some time that spatial data structures need to adapt locally to change, and that the Voronoi diagram
provides a conceptually simple framework for which dynamic and kinetic algorithms may be developed. The opportunity to work on
real marine data for the Hong Kong area provided the incentive to put our ideas into practice. The challenge was to produce a
dynamic three dimensional equivalent to the classical “Pilot Book”, which contains the rules for navigation in the proximity of
individual harbours.
While we have done some work on true dynamic three dimensional data structures, as required for marine profiling, the Pilot Book
application could be achieved with a kinetic two dimensional structure, but in several layers. The terrain (above and below the sea
surface) was modelled with the dual Delaunay triangulation, and the coastline at any particular tidal time was captured by its
intersection with the current local sea level. This, together with the locations of individual ships and other surface features, was used
to form a two dimensional dynamic Voronoi diagram at the sea surface for proximity and collision detection. Other layers were used
to indicate fairways, marine markers, submarine contours, etc.
However, in order to provide a realistic simulation, we needed to take concepts (and models) from 3D games development and
provide marine markers such as lighthouses and buoys, and simulate fog and darkness. We also needed to provide a variety of
camera views: overhead and on board a selected ship — a deck view, above and behind, below and behind. This required an
appropriate scene graph structure to manage the scales, objects, lights and cameras in order to give us the flexibility required for
realistic simulation. The result, while still requiring work (especially on ship navigation) may provide a feasible replacement for the
Pilot Book, especially for practice simulations.
1. INTRODUCTION tides, and potential obstacles. Therefore we need to look at
dynamic (or, more properly, kinetic) data structures to represent
The title “Marine GIS” gives us two contradictory thoughts. On our features and their spatial relations.
the one hand, a “GIS” refers to a land-based static
representation of a two-dimensional surface (maybe with hills).
On the other hand, “Marine” implies three dimensional,
dynamic representation and analysis. So far, we have used the
first as an approximation of the second. This paper attempts to
go a little further.
While we are also working on fully three-dimensional
volumetric modelling, for such things as changes in salinity
with depth, this paper is primarily an extension of the ideas of
Gold and Condal (1995), which worked with one or more two-
dimensional surfaces simultaneously. They suggested the
simple Voronoi diagram/Delaunay triangulation for the
bathymetric model, and the kinetic moving-point Voronoi
diagram for the sea-surface navigation and collision-detection
layer. We would like to report progress on that approach.
Paper maps are two dimensional and even with modem
technology, so are computer screens (stereo systems, although
available, still appear awkward). Thus visualization issues
become critical for three-dimensional models: either we work
with a volume representation (usually voxels) that are either In brief, we started with the ideas of Gold and Condal, but felt
sliced or transparent in places, or else we work with a surface
representation (more familiar to most of us) — again with issues
of visibility and transparency. This is the mind-set of 3D
modelling and games, and many fundamental techniques have
been developed in recent years.
that the visualization issues mentioned previously had to take
priority. Thus our first step was a well-designed graphical
interface, and a well-designed object-oriented spatial data
model. Of particular concern were the issues of flexible data
structure design, and of a user navigation system within the map
space that was intuitively easy to understand. We believe that
we have achieved these objectives, which then made the
implementation of the spatial models relatively simple. We
found our work greatly simplified by the use of OpenGL (Woo
et al., 1999) for the visual display (especially with the use of
Thus a 3D GIS should be dynamic, which is entirely consistent
with the marine imperative. However, in the marine case the
argument for full dynamism of features as well as observers
becomes compelling. Ships move, as do fish, pollution plumes,
688
Interna
transpa
of its €
prograt
(Guiba
relatior
primal
In rece
using a
the firs
Davis
dimens
represe
Lockw:
give a:
land-ba
objects
over tii
are mo:
at sea)
(data ai
others).
should
major [
built fo
Structur
adjacen
by com
extend -
databas
real pro
topolog
Marine
objects
an obje
now wi
just an «
Most (
architec
databas:
cannot
these pr
that car
same da
and Gol
tempora
or freel
diagram
Condal
GIS wh
the *tilii
entirely
perform
traditior
Goodch
publishe
to the n:
dynamis