Title: Database Fundamentals
1Database Fundamentals
2What Well Cover
- Processes for building visual databases
- Terrain, culture, features models
- Level of detail mechanisms
- Geo-typical Imagery-based databases
- Evolution of database format standards
3Real-time Graphics Database
- The Database stores the environmental
representation for terrain, features, and models
during simulation exercises
Host Computer
GFX Computer/ Image Generator
I/O Devices
Display 1
Environment Database
Display N
4Database Complexity
- Terrain
- visual
- sensor
- 2D roads, rivers
- 3D buildings
- 3D powerlines
- point lights
- light strings
- moving models
- healthy
- damaged
- clutter models - trees, bushes, rocks
- bridges (navigable)
- geospecific or geotypical imagery for ground
features
5Database Development Overview
- Sources
- Elevation grids, vector features, imagery
- Final Product
- Polygon mesh for terrain, polygonal objects,
texture maps - Issues
- Large databases 100 km x 100km at 30 meters
requires 20 million polygons attributes
texture - Extensive use of image texture results in large
database storage requirements - Placement and features on objects can be very
time consuming even if a standard process is
followed
6Database Development Process
- Select consistent coordinate system(s) for
database - Acquire and prepare imagery for textures
- Mesh the Terrain
- Regular Grid or TIN (Triangulated Irregular
Network) - Plant 2D Cultural Features
- Roads, rivers, lakes, forests
- Add 3D models for buildings, bridges, trees, etc
- Geo-specific model texture and geometry
- Examine and iterate to fix errors
7Terrain Meshing Options
TINs (Triangular Irregular Networks) put density
where it is needed
Colored according to elevation
Wireframe of terrain network
8Level of Detail Treatment Terrain
- Terrain Skin LODs
- Polygon budget is critical to obtain maximum
performance - Adjust polygon density for application
Low resolution LOD
High resolution LOD
9Plant 2D Cultural Features
- Use vector sources such as NIMA DFAD
- Popular tools have mechanisms for cut-in of 2D
culture (Terrex, Terrasim) - Planting generic features such as trees can be
automated to an extent (stoicastic placement) - Look for tools that allow iterative alignment of
culture overlaid on imagery
10Level of Detail Treatment Models
- Real-time modeling tools have decimation routines
to begin model LOD creation - Each model or feature has a range-based LOD
switch out assigned
LOD switches as eye to object range increases
(increasing right)
11What is Scene Complexity?
- Also known as Polygon Density
- Total number of polygons in the renderable
viewing volume - Includes transparent and occluded polygons
- Includes polygons with at least one vertex in the
viewing frustum - Includes any polygon sent to graphics H/W
12What is Depth Complexity?
- Number of times a pixel is written to
- Averaged across entire framebuffer
- Independent of drawing order
- Includes occluded pixels and background
13What is Depth Complexity?
- Depth complexity is the number of times a pixel
is overwritten - Typically discussed as an average across entire
frame buffer - It is independent of drawing order
- Includes occluded pixels and background
wireframe illustrating depth of features
pixel overwrites blue low, white high
14Typical Depth Complexities
15Quality of Imagery-based Visuals
Sharpness and detail imagery can contain high
resolution detail Complexity of scene Scene can
contain much more detail than LODs allow with 3D
models
16Varying Resolution by Interest Area
- Concentrate imagery acquisition on areas of
interest - Seamlessly blend insets into global cliptexture
17Cliptexture
- Hardware accelerated support for large-scale
textures - Automatic paging of textures by Performer
- Cliptexures built using freeware SGI tool
(clipgen)
18DBGS Tools TerraSim
- Accepts GIS, imagery, DTM, and feature data
- Automates the dataflow of the DBGS process
- Script language for large databases
- Parallel processing of project graph
- Constrained TIN algorithms
www.terrasim.com
19DBGS Tools MPI Creator
- Standard toolset for military training and
simulation industry - Feature Modules
- High-fidelity roads
- TerrainPro
- GIS import
- Generates Clipmap textures for SGI hardware
- Large Installed Base
www.multigenparadigm.com
20DBGS Tools Terrex
- Source Folder and intuitive wizards accelerate
database development - Interactive editor allows modification of source
data - Legacy database conversion tools available
- Clipmap generation is supported
- Windows only
www.terrex.com
21Database Process Flow
Step 8
Step 4
Step 3
Step 5
Step 1
Step 2
Compile
Enhance
Add 3D
Create
Acquire
Register
for IG
Source
Terrain
Features
Source
Source
Polygon
Skin
Feature locations
Step 6
Step 7
Construct
Moving
Build
Mod
els
Clipmap
Texture
22Summary
- Source and tools exist for processing data for
visualization and analysis - Commercial Database tools have come a long way
recently - Database density must be controlled because it
affects run-time performance - Stay within polygon and depth complexity
capacities - Use imagery instead of polygons (texture is
cheapest) - Imagery-based databases are proliferating