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Real-Time Rendering of Water Surfaces with Cartography-Oriented Design 9 th International Symposium on Computational Aesthetics in Graphics, Visualization, and Imaging Amir Semmo 1 Jan Eric Kyprianidis 2 Matthias Trapp 1 Jrgen Dllner 1 1


  1. Real-Time Rendering of Water Surfaces with Cartography-Oriented Design 9 th International Symposium on Computational Aesthetics in Graphics, Visualization, and Imaging Amir Semmo 1 Jan Eric Kyprianidis 2 Matthias Trapp 1 Jürgen Döllner 1 1 Hasso-Plattner-Institut, Germany 2 TU Berlin, Germany

  2. Overview 1) Motivation 2) Design Principles 3) System Overview 4) Method 5) Results 6) Questions 2 www.hpi3d.de Semmo et al.

  3. MOTIVATION

  4. State-of-the-Art Water Rendering ◮ computer-generated illustrations of water surfaces mainly based on photorealistic rendering ◮ but have neglected the challenges water surfaces exhibit for map design ◮ how to ease orientation, navigation, and analysis tasks within 3D geovirtual environments? ◮ challenges: emphasize land-water interface, consider figure-ground relations, express motion CryEngine 3 Google Earth Cartographers developed design principles that address these challenges 4 www.hpi3d.de Semmo et al.

  5. State-of-the-Art Water Rendering ◮ computer-generated illustrations of water surfaces mainly based on photorealistic rendering ◮ but have neglected the challenges water surfaces exhibit for map design ◮ how to ease orientation, navigation, and analysis tasks within 3D geovirtual environments? ◮ challenges: emphasize land-water interface, consider figure-ground relations, express motion CryEngine 3 Google Earth Cartographers developed design principles that address these challenges 5 www.hpi3d.de Semmo et al.

  6. Visualization of 3D Virtual Environments with Cartography-Oriented Design Cartographic Design The visualization of geospatial features using a map-like representation that considers its purpose and the target audience. 6 www.hpi3d.de Semmo et al.

  7. DESIGN PRINCIPLES

  8. Design Principles – Waterlining ◮ became popular in the first half of the 20 th century for lithographed maps ◮ fine solid lines are drawn parallel to shorelines with gradually increasing spaces ◮ waterlining provides dynamism and communicates distance information 9 www.hpi3d.de Semmo et al.

  9. Design Principles – Water Stippling ◮ small dots aligned to shorelines with non-linear distance ◮ contrary to traditional artwork, stipples have a varying density and irregularly overlap ◮ varying density to depict flow velocity or at occluded areas to enhance depth cues 10 www.hpi3d.de Semmo et al.

  10. Design Principles – Hatching & Vignetting ◮ individual strokes placed with high density near shorelines complemented by loose lines ◮ drawn excessively wavy with increasing irregularity towards middle stream to express motion ◮ non-feature-aligned cross-hatches for land-water-distinction, coastal vignettes 11 www.hpi3d.de Semmo et al.

  11. Design Principles – Thematic Visualization: Annotation / Symbolization ◮ names depicted with italic (slanted) letters, following principal curvature directions ◮ irregular placement of signatures with area-wide coverage to communicate water features ◮ placement of glyphs (e.g., arrows) along streamlines to symbolize flow direction of rivers 12 www.hpi3d.de Semmo et al.

  12. SYSTEM OVERVIEW

  13. System Overview iterate over water surfaces Waterlining Water Surfaces Local Orientation Medial Axis surface masking 3D Models Contour- Hatching texture mapping Euclidean Distance Feature-aligned Distance Quantitative Surface Analysis Output Cross-Hatching Water Stippling Labels Hatches Strokes Glyphs Texture Features Cartography-Oriented Shading Model Input & Masking 14 www.hpi3d.de Semmo et al.

  14. System Overview iterate over water surfaces Waterlining Water Surfaces Local Orientation Medial Axis surface masking 3D Models Contour- Hatching texture mapping Euclidean Distance Feature-aligned Distance Quantitative Surface Analysis Output Cross-Hatching Water Stippling Labels Hatches Strokes Glyphs Texture Features Cartography-Oriented Shading Quantitative Surface Analysis 15 www.hpi3d.de Semmo et al.

  15. System Overview iterate over water surfaces Waterlining Water Surfaces Local Orientation Medial Axis surface masking 3D Models Contour- Hatching texture mapping Euclidean Distance Feature-aligned Distance Quantitative Surface Analysis Output Cross-Hatching Water Stippling Labels Hatches Strokes Glyphs Texture Features Cartography-Oriented Shading Cartography-Oriented Shading & Texture Features 16 www.hpi3d.de Semmo et al.

  16. System Overview iterate over water surfaces Waterlining Water Surfaces Local Orientation Medial Axis surface masking 3D Models Contour- Hatching texture mapping Euclidean Distance Feature-aligned Distance Quantitative Surface Analysis Output Cross-Hatching Water Stippling Labels Hatches Strokes Glyphs Texture Features Cartography-Oriented Shading Process Iteration & Texture Mapping 17 www.hpi3d.de Semmo et al.

  17. METHOD

  18. Method – Data Input & Euclidean Distance Transform ◮ input: 2D or 3D water surfaces defined as polygons or triangular irregular networks Input 19 www.hpi3d.de Semmo et al.

  19. Method – Data Input & Euclidean Distance Transform ◮ input: 2D or 3D water surfaces defined as polygons or triangular irregular networks ◮ using orthographic projections, the models’ shape are captured in 2D binary masks Input 20 www.hpi3d.de Semmo et al.

  20. Method – Data Input & Euclidean Distance Transform ◮ input: 2D or 3D water surfaces defined as polygons or triangular irregular networks ◮ using orthographic projections, the models’ shape are captured in 2D binary masks ◮ distance transform to obtain minimum Euclidean distance of each pixel to a shoreline Input Shoreline Distance 21 www.hpi3d.de Semmo et al.

  21. Method – Data Input & Euclidean Distance Transform ◮ input: 2D or 3D water surfaces defined as polygons or triangular irregular networks ◮ using orthographic projections, the models’ shape are captured in 2D binary masks ◮ distance transform to obtain minimum Euclidean distance of each pixel to a shoreline ◮ “Parallel Banding Algorithm” [Cao et al., I3D 2010] obtains distance map in real-time [CUDA] Input Shoreline Distance 22 www.hpi3d.de Semmo et al.

  22. Method – Data Input & Euclidean Distance Transform ◮ input: 2D or 3D water surfaces defined as polygons or triangular irregular networks ◮ using orthographic projections, the models’ shape are captured in 2D binary masks ◮ distance transform to obtain minimum Euclidean distance of each pixel to a shoreline ◮ “Parallel Banding Algorithm” [Cao et al., I3D 2010] obtains distance map in real-time [CUDA] Input Shoreline Distance Shoreline Direction 23 www.hpi3d.de Semmo et al.

  23. Method – Local Orientation Estimation & Medial Axes Computation ◮ smoothed structure tensor with eigenanalysis to obtain stable estimates of local orientation [Brox et al., 2006] ◮ used to derive medial axes for aligning design elements (e.g., labels) along middle stream 24 www.hpi3d.de Semmo et al.

  24. Method – Local Orientation Estimation & Medial Axes Computation ◮ smoothed structure tensor with eigenanalysis to obtain stable estimates of local orientation [Brox et al., 2006] ◮ used to derive medial axes for aligning design elements (e.g., labels) along middle stream ◮ compare and threshold the unsigned gradient orientation for each point Thresholding Shoreline Directions 25 www.hpi3d.de Semmo et al.

  25. Method – Local Orientation Estimation & Medial Axes Computation ◮ smoothed structure tensor with eigenanalysis to obtain stable estimates of local orientation [Brox et al., 2006] ◮ used to derive medial axes for aligning design elements (e.g., labels) along middle stream ◮ compare and threshold the unsigned gradient orientation for each point Thresholding Shoreline Directions 26 www.hpi3d.de Semmo et al.

  26. Method – Local Orientation Estimation & Medial Axes Computation ◮ smoothed structure tensor with eigenanalysis to obtain stable estimates of local orientation [Brox et al., 2006] ◮ used to derive medial axes for aligning design elements (e.g., labels) along middle stream ◮ compare and threshold the unsigned gradient orientation for each point Thresholding Shoreline Directions 27 www.hpi3d.de Semmo et al.

  27. Method – Local Orientation Estimation & Medial Axes Computation ◮ smoothed structure tensor with eigenanalysis to obtain stable estimates of local orientation [Brox et al., 2006] ◮ used to derive medial axes for aligning design elements (e.g., labels) along middle stream ◮ compare and threshold the unsigned gradient orientation for each point Thresholding Shoreline Directions 28 www.hpi3d.de Semmo et al.

  28. Method – Local Orientation Estimation & Medial Axes Computation ◮ smoothed structure tensor with eigenanalysis to obtain stable estimates of local orientation [Brox et al., 2006] ◮ used to derive medial axes for aligning design elements (e.g., labels) along middle stream ◮ compare and threshold the unsigned gradient orientation for each point → Thresholding Medial Axis Result Shoreline Directions 29 www.hpi3d.de Semmo et al.

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