Terrain Coverage and Autogen
Datasets AVHRR Global Land Cover Classification by M. Hansen, R. DeFries, J. R. G. Townshend, R. Sohlberg
Entry created by Andreas Jung. | Rough global land classification, based on AVHRR RADAR data; generated by a sophisticated classification algorithm. Resolution: Up to 30" (~1km). Dataset can be download as one big file for entire earth - the file itself is quite small because of the huge compression potential. [IMO] Not breathtaking, but sufficient for large scale sceneries. It's a good start to give the simulated world a basic destinction between crops, forest, and city. It is advisable to combine the data with other data such as culture and climate - this way, one can easily generate more distinctions, e.g. european-forest/brazilian-rainforest. Good: The dataset is available in lat/lon-project (it is not uncommon for these datasets to be available in equal-area-projection=non-lat/lon-projection, which renders it virtually useless for flight simulation). |
Hints Dealing with Coastline Disagrees by Andreas Jung
Entry created by Andreas Jung. | In case you use land classification and vector-costlines at the same time, it is unlikely, that vector-coastlines and classification-transitions from ocean to land are exactly at the same location. In other words: it is possible, that land on the inland-side of the shore is still classified as ocean. To challange this disagree, one should render terrain, which is classified as ocean, using a dune texture (or beach or sand or whatever). Then, the actual water is masked out using a water-mask (e.g. alpha channel), which has been generated from water-body-vector-data. This way, the coastline-disagree-areas are rendered as dunes. | Land Cover in Flight Simulator Project by Matthieu Laban
Entry created by Andreas Jung. | Some implementation experiences of land cover datasets in a flight simulator project. [IMO] Shares my experiences with this type of dataset. From his blog: "... but for some reason there is an offset in the land cover texture... I suspect this is because the texture mapping uses some sort of odd mapping... which is not the same as the one that's used for the satellite images..." - interesting. |
Papers VideoTrace by A. van den Hengel, A. Dick, T. Thormaehlen, B. Ward, P. H. S. Torr
Entry created by Andreas Jung. | From the website: "VideoTrace is a system for interactively generating realistic 3D models of objects from video—models that might be inserted into a video game, a simulation environment, or another video sequence.".
[IMO] Must see the video! This technology could become a key aspect in the creation of a digital globe with actual 3D objects placed on it. Unfortunately, I suspect the technology won't be inexpensive. |
Reference Images NIC Urban Cultivation by Sam Chui
Entry created by Andreas Jung. | Shows the typical urban cultivation of a newly industrializing country (NIC). | Urban Light Distribution At Night by Rafael Cordero
Entry created by Andreas Jung. | Low angle shot, hazy night, Mexico City (probably slums).
[IMO] Could be your primary source of information when you plan to create the lightmap for an urban landclass texture. |
Resources How In The World Textures by How In The World
Entry created by Andreas Jung. | 237 geotypical tileable/blendable textures. [IMO] The textures are good. The offer can be considered fair and it also allows the eventual commercial use. All in all a good starting point, especially for teams with only few artists and non-satellite-imagery-projects. Long-term projects have to consider, that a texture resolution of 1024x1024 may not be state-of-the-art in a few years from now. | |
| |