smooth, interactive rendering and on-line modification of large-scale, geospatial data in flood...

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1 Challenge the future Smooth, Interactive Rendering and On-line Modification of Large-Scale, Geospatial Data in Flood Visualisations

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1 Challenge the future

Smooth, Interactive Rendering and On-line Modification of Large-Scale, Geospatial Data in Flood Visualisations

2 Challenge the future

Introduction

• 3D Geospatial Data very large and heterogeneous

• applicable in e.g. hydrology and climatology

Cloud Vis of KNMI data Water Vis of 3Di subgrid data

3 Challenge the future

Introduction

• topographic data nowadays captured via LiDAR

• AHN-2 (Actueel Hoogtebestand Nederland), coloured: ~14 TB

• data too big for rendering

• interactive, on-line modification not possible without quality loss

4 Challenge the future

Approaches and Challenges

• Rendering Large-Scale data: Out-of-Core LoD structure (see

Kehl et al. ICT Open 2012 for starting point)

• Issue: How do modify streamed data, not being constantly

available ?

• Modification algorithm needs to handle detail-varying data

• idea: modify what you see on-chip modification

LoD’s

0 1 2 3

5 Challenge the future

• traditional LoD: visual jumps when loading new buckets [1]

• solution: Rendering-on-budget for LiDAR point sets

• combined importance-based streaming (similar to Sequential

Point Trees [2]) with PID controller for load balancing

Rendering-on-Budget

Methods

[1] Christian Kehl and Gerwin de Haan. Interactive simulation and visualisation of realistic flooding scenarios. In Intelligent Systems for Crisis Management, 2012. [2] Carsten Dachsbacher, Christian Vogelsang, and Marc Stamminger. Sequential point trees. In ACM Transaction on Graphics, pages 657-662, 2003.

6 Challenge the future

• Interface to Geo-Information: GoogleMaps KML polygons

• conversion from polygons to triangular mesh via constrained

DT

• exclusion from exterior triangles via polygonal restriction

• storage of triangular mesh and attributes in Quadtree

• storage of Quadtree in GPU Texture

• on-the-fly evaluation of Quadtree per vertex on GPU during

rendering

• application of attribute modification based on triangle data

On-line Modification of Large-Scale, Geospatial LiDAR point sets

Methods

7 Challenge the future

On-Line Modification of Large-Scale, Geospatial LiDAR point sets

Methods

8 Challenge the future

• Attribute modification possibilities:

• colour via pre-defined polygon colour (RGBA)

• vertex rendering discard via polygonal area

• colour via painting on texture for polygon

• displace vertices via painting on displacement map

• Also possible to adapt paths (line segments along streets)

given via GoogleMaps

On-Line Modification of Large-Scale, Geospatial LiDAR point sets

Methods

9 Challenge the future

proof of concept – colour via polygon

Results

10 Challenge the future

proof of concept – colour via texture

Results

11 Challenge the future

proof of concept – displace via texture

Results

12 Challenge the future

proof of concept – real-world scenarios

Results

today

1953

dyke adaptation

13 Challenge the future

performance measurements

Results

Comparison of rendering behaviour of initial approach (left) and Rendering-on-Budget (right)

14 Challenge the future

performance measurements

Results