Exploring an Approach for Developing Realis c ...

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between ArcGIS and gaming engine. • Used for development of textures, scenary, and working with terrain 'skins'. Unity 3D. • Gaming engine used to build the ...
Exploring  an  Approach  for  Developing  Realis;c   Geovisualiza;ons  of  Coastal  Places  

Robert  Newell Dr.  Rosaline  Canessa    

 

Coastal  and  Ocean  Resource  Analysis  Lab  (CORAL)   Department  of  Geography,  University  of  Victoria  

Developing  RealisHc  GeovisualizaHons  of  Coastal  Places   Realis'c  geovisualiza'ons  as  tools  for  collabora've  coastal  management      

 

‘Landscape  VisualizaHons’  

Bishop  and  Stock  (2010)  

Developing  RealisHc  GeovisualizaHons  of  Coastal  Places   Spa'al  considera'ons  versus  place-­‐based  considera'ons      

 

Considera;on  

Spa;al  Analysis  Tool   Place-­‐based  Analysis  Tool  

SpaHal  referencing  

Geo-­‐referenced  

SpaHally  relaHve      

Detail  and  scale  

Abstract  and  lower  detail   over  larger  area  

High  detail  in  smaller  navigable   areas,  but  less  detail  in  larger   surrounding  areas  (i.e.,  viewshed)  

ResoluHon  

Maintain  integrity  of  data  

Maintain  maximum  level  of   resoluHon  

Developing  RealisHc  GeovisualizaHons  of  Coastal  Places   Realis'c  geovisualiza'ons  as  place-­‐based  tools   (Newell  and  Canessa,  2015)      

 

Source:  Marco  Gualdrini  (taken  from  the  Visual  Nature  Studios  image  galley,  AlphaPixel  LLC)  

“what   begins   as   undifferenHated   space   becomes   place   as   we   get   to   know   it   beUer  and  endow  it  with  value”     -­‐  Tuan  (1977)  

Developing  RealisHc  GeovisualizaHons  of  Coastal  Places   So9ware  and  workflow      

 

ArcGIS     •  Primary  program  for   handling  and  organizing   spaHal  data     •  Used  for  compiling  and   processing  field  data  

Adobe  Photoshop  

  •  Serves  as  an  ‘intermediate’   between  ArcGIS  and  gaming   engine  

Unity  3D     •  Gaming  engine  used   to  build  the  virtual   environment  

•  Used  for  development  of   textures,  scenary,  and   working  with  terrain  ‘skins’    

•  Allows  for  first   person  navigability,   sound,  animaHon  and   scenarios  

Developing  RealisHc  GeovisualizaHons  of  Coastal  Places    

Sidney  Spit,  Gulf  Island  Na'onal  Park  Reserve,  BC    

Source:  Capital  Regional  District  (CRD)  of  BC  

Developing  RealisHc  GeovisualizaHons  of  Coastal  Places    

Land  to  sea  surface  (merging  topographic  and  bathymetric  data)  

=  

+   Source:  Parks  Canada  

Source:  Parks  Canada  

Place-­‐base  Tool  Considera;ons  

 

•  SpaHally  relaHve  (use  raster  calculator   rather  than  reconciling  verHcal  datums)    

 

•  Maintain  maximum  level  of  resoluHon  

Developing  RealisHc  GeovisualizaHons  of  Coastal  Places   Preparing  heightmap  (Adobe  Photoshop)  

 

 

Place-­‐based  Tool   Considera;ons   •  Blur  image   (smoother  surface)     •  Filling  in  gaps  

Developing  RealisHc  GeovisualizaHons  of  Coastal  Places   Segmen'ng  terrain  

 

Place-­‐base  Tool  Considera;ons   High  detail  in  smaller  navigable  areas  

ArcGIS   Clip  raster  into   500m  x  500m  segments  

Unity  3D   Define  dimensions  of  each   segment  and  arrange  

Developing  RealisHc  GeovisualizaHons  of  Coastal  Places   Texture  mapping   Heterogeneously  textured  surfaces  and  spaHally-­‐referenced  ‘patches’  

Developing  RealisHc  GeovisualizaHons  of  Coastal  Places   Texture  mapping  

Terrestrial  versus  marine  textures    

 

•  Terrestrial  images  are  applied  directly  to  texture  map    

•  Marine  images  are  used  as  references  for  applying  similar   terrestrial  images  (i.e.,  not  applied  directly  to  map  due  to   image  visibility  issues)  

Developing  RealisHc  GeovisualizaHons  of  Coastal  Places   Object  mapping  

Fit  object  reference   ‘skins’  to  terrain  and   then  add  objects  

Developing  RealisHc  GeovisualizaHons  of  Coastal  Places   Object  mapping  

•  VegetaHon   •  Woody  debris   •  LiUer   •  Boats   •  Gulls   •  Boats   •  Posts   •  Light  beacon   •  People   •  Marine  invertebrates  

Developing  RealisHc  GeovisualizaHons  of  Coastal  Places   Water  and  'des  

Fit  Hdal  reference   ‘skins’  to  terrain  and   calibrate  water  level   to  Hdal  marks  

Developing  RealisHc  GeovisualizaHons  of  Coastal  Places   Water  and  'des  

Depressions  and  flooding  areas  

 

dal  reference   •  Modeling  tools  can  be  Fit  uHsed   to  lower  terrain  at  certain  points,   ‘skins’  to  terrain   allowing  for  more  precise   fiwts   to  level   Hdal  reference  lines   calibrate   ater    

to  Hdal  marks  

•  These  tools  can  be  parHcularly  useful  for  depressing  terrain  in   areas  that  are  flooded  during  high  Hde  

Developing  RealisHc  GeovisualizaHons  of  Coastal  Places   Viewshed  elements  

Distant  elements  

 

•  Fit  reference  ‘skins’  for   viewshed  imagery  (i.e.,   waypoints  for  scenery   photos)  on  terrain    

•  Build  skybox  with  ruler   extending  across   skybox  panels    

•  Use  ruler  and  viewshed   reference  points  to   align  panoramic   imagery  properly   within  skybox  panels  

Developing  RealisHc  GeovisualizaHons  of  Coastal  Places   Viewshed  elements  

Nearby  elements  

 

•  Clip  raster,  defining  an   area  surrounding  the   smaller,  navigable   terrain  segments   (e.g.,  5km  x  5km)    

•  Export  with  navigable   terrain  segments   ‘blacked  out’  to  create   a  ‘hole’  for  fidng   navigable  terrain    

•  Use  satellite  imagery   for  textures  and  add   some  objects   (i.e.,  coarser  detail)  

Developing  RealisHc  GeovisualizaHons  of  Coastal  Places   Robert  Newell   PhD  Candidate,  Department  of  Geography,  University  of  Victoria    

[email protected]  

Bishop,  I.  D.,  &  Stock,  C.  (2010).  Using  collaboraHve  virtual  environments  to  plan  wind  energy  installaHons.  Renewable   Energy,  35,  2348-­‐2355.   Newell,  R.,  and  Canessa,  R.  (2015).  Seeing,  believing,  and  feeling:  The  relaHonship  between  sense  of  place  and   geovisualizaHon  research.  Spaces  and  Flows:  An  Interna