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A Linear Order Algorithm for Generating Isolines

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Let P be a given set of points and S an empty stack; ... 2D contour maps with their 3D topographical counterparts is very useful. ... – PowerPoint PPT presentation

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Title: A Linear Order Algorithm for Generating Isolines


1
  • A Linear Order Algorithm for Generating Isolines
  •  
  •  by
  • Sanjeeb Nanda
  • SDS International Inc., Advanced Technologies
    Division
  • 3403 Technological Avenue, Suite 7
  • Orlando, FL 32817

2
Traditional Techniques for Generating
IsolinesThe Basis
  • A Convex Hull on a set of DTED vertices

3
A Modification to the Basis
  • A Convex Hull on a set of DTED vertices

4
The Results of Traditional Techniques
5
The Drawback of Traditional Techniques
  • Pseudo-Code for a Modified Convex Hull Algorithm
    to Generate Isolines
  • Let P be a given set of points and S an empty
    stack
  • Let p1 be the point in P having minimum
    y-coordinate
  • Let p2, p3, , pN P p1, sorted by their
    angle with p1 in counterclockwise order
  • TopS ? 0 Push (S, p1) Push (S, p2) Push (S,
    p3)
  •  
  • for i ? 3 to N do
  • while angle between points BelowTopS,
    TopS, pi makes non-left turn, Push (S, pi)
  •  
  • return S
  • Disadvantage This is a O(Nlog2N) algorithm where
    N number of DTED vertices.

6
The Drawback of Traditional Techniquesin
Practical Terms
  • The previously shown technique requires
    approximately 2 minutes to generate the isolines
    for an area spanning 15 km x 15 km whose
    corresponding elevation data is represented by a
    grid of 513 x 513 DTED vertices on a platform
    with 1 GB system memory and a 3.0 GHz system
    processor.
  • That is slow and unacceptable for any field
    application!
  • Prognosis
  • A faster method with O(N) is required to solve
    this problem!

7
A New Technique Using Graphics Hardware
  • Basis
  • GL provides terrain lighting with considerable
    realism when give the normal map for the grid of
    DTED vertices corresponding to the texture of the
    terrain overlying it. The normal map is comprised
    of a vector corresponding to each vertex in the
    grid that intuitively specifies the average slope
    of the terrain at that point with respect to its
    neighbors.
  • Motivation
  • Can we create isolines employing such lighting
    furnished by GL/Graphics card?

8
A Normal Vector
  • Nothing more than a simple cross product.

9
Computing a Normal on a DTED Vertex
Notice that the vertex is adjacent to six
vertices wi, 1 i 6. So we take the average of
the cross products (u x wi).
10
Displaying Isolines
Consider a stratification of DTED vertices, where
each vertex is placed in a strata with a minimum
and maximum heights of hmin and hmax
respectively. Furthermore each vertex qualifying
into such a strata has its elevation reset to the
value (hmin and hmax)/2. Then we can visualize
the result of this process yielding stacks of
plateaus. The edges of these plateaus would have
a 90o drop to the plateau beneath it.
Furthermore, these edges would have a normal that
is not normal to the x-y plane, where we assume
the z axis points vertically upwards (akin to the
UTM coordinate system). Now if we situate a
point light at infinite distance above the
terrain, the normal for each vertex at the edge
of a plateau would show up as a dark facet. If
the edge vertices are relatively close together,
then we would get a well-delineated contour line.
11
Illustration of Normal for Edge Vertex
12
Illustrations of the New Technique
13
Advantage of the New Technique
The new technique requires the computation of a
normal vector for each DTED vertex by determining
the average of at most 6 normals (to at most 6
neighbors respectively). As a result the process
is O(N), where N is the number of DTED
vertices. In practical terms this advantage
translates to a huge difference. It requires less
than 2 seconds to generate the isolines for an
area spanning 15 km x 15 km whose elevation data
is represented by a grid of 513 x 513 DTED
vertices on a platform with 1 GB system memory
and a 3.0 GHz system processor. In other words,
the new technique is approximately 120 times
faster than the older technique it supplants.
Furthermore such results can be dynamically
computed.
14
Uses for this Technique
  • 2D Contour 3D Terrain Visualization
  • Considerable amount of mission planning takes
    place using 2D contour maps that provide accurate
    scale of representation and avoid the problems of
    foreshortening associated with 3D perspective
    views. So having a tool that associates 2D
    contour maps with their 3D topographical
    counterparts is very useful.
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