Stephen M. Ervin
Abstract:
Illustrative representations are less abstract yet, and typically have crossed
the ‘realism’ threshold. While not meant to be specific, they are meant to be
realistic enough to base inferential judgments on, ranging from ‘will it work?” to “Do
I like it?” Artists’ renderings of proposed architectural, landscape, and urban
developments are all of this kind. They don’t claim to show the very trees that will
be planted, but that there will be some trees, of approximately this size, shape and
color. The term ‘geo-typical’ has been used to describe these renderings in GIS.
Figure 4. An Illustrative Visualization
2. Landscape Elements
2.1 Landform
Landform typically requires large digital data sets, and so terrain and site
modeling have historically been associated with GIS, rather than CAD, and
assumed to require larger computers, more memory and faster processors than
other modeling tasks. Whereas CAD was initially concerned with points, lines,
planes, cubes and cylinders (an oversimplification, to be sure), terrain modeling has
depended upon a variety of representations and mathematical abstractions, from
spot elevations and contour lines, to 2D grids and 3-D meshes, ruled surfaces,
triangulated irregular networks (TINs), regular and irregular solids, Boolean
operations and NURB surfaces. The grid representation, the basis of all Raster
GIS, is the ‘mother of all landform representations’, and enables a wide range of
analytic calculations, including slope, aspect, visibility, drainage, and others. As a
visual representation, grids suffer from two basic flaws: a requirement for constant
spacing which is inefficient when surface variation details are few, and inadequate
when details are many; and the fact that the four points of a grid cell may not be
planar, but more often form a complex curved surface (hyperbolic paraboloid),
which poses problems for simple computer graphics rendering algorithms that
depend upon flat planes for rapid calculation of, for example, surface normals and
shading. TINs overcome both of these problems, and so have mostly overtaken
grids as the representation of choice for visualizations.
2.2 Vegetation
Figure 6. Early Forest Service rendering of vegetation on landform
2.3 Water
Water seems deceptively simple compared to the patent complexity of
vegetation. On a still morning, a lake may be modeled as a flat reflective plane, just
a mirror in the landscape. Look a little closer, though, and you see refractivity and
transparency mixed in, and with just a little wind, ripples and waves. Modern
rendering systems have techniques for reflectivity and refraction (technically
requiring ray-tracing, a time and memory-consuming set of calculations) and ripples
and waves are mathematically simple perturbation s to model.
Often water, whether flat or rippled, with waves or vortices, can be effectively
modeled with a TIN representation, just as landform – only with a different texture
(and different physical and optical properties). Lakes, ponds, and oceans are easier
for most GIS and other software, than streams and rivers, since these latter have
non-flat, highly variable and dynamic surfaces. When water is not a separate
surface, but rather part of n ecosystem, as in a wetland, or has 3D complexities, as
in the case of a waterfall, then GIS data can not directly represent the water, and
any visualization will have to use secondary sources of information for texture,
shape, etc. Because of its ephemeral and fluid nature, water in the landscape
remains perhaps the most difficult element to render.
\
Figure 7. Visuallization of City of Boston by extruded polygons
3. Conclusion
Major progress has been made in landscape visualization from the early
days of wire frame grids and triangular trees. The special challenges of landscape
elements – terrain, water, vegetation, and atmosphere – have attracted the
research and development community, and the computer graphics literature is rich
with early examples, such as George Lucas’ seminal image “The Road to Pt
Reyes”. But many landscape visualizations produced in the process of planning,
design and public review still suffer from a failures ranging from overly coarse
landform data to poor integration of built structures and implausibly rendered
vegetation. Many other visualizations are never made at all, because of lack of
knowledge or access to basic resources.
The challenges of landscape visualization arise in part from the sheer
complexity of landscapes – in size, in curviness, in fractal dimension, and so on.
Some of the problems come from the need to integrate several different sources of
material, or techniques – terrain data from GIS, with models from CAD and textures
from image processing software, for example. But to the extent that these
challenges can be overcome by ever faster computers, larger disks, cheaper RAM,
better software and more clever algorithms – which is surely the roller coaster we
are all on, for the indefinite future – a number of important challenges remain, due
to the various inferential purposes of landscape visualization. A few of these are
summarized below.
Dynamics
All landscapes are dynamic. Different elements change at different
frequencies and time scales, from the instantaneous local scale of water rippling,
through diurnal cycles of light and dark, to seasonal vegetation change, annual
growth, and geologic spans over which terrain can shift and transform. Procedural
techniques and particle systems offer considerable promise for including dynamics
in landscape visualizations
Immersive Visualization
Finally, it’s worth noting that digital landscape visualization offers potential
for new formats unavailable to landscape painters of old. Digital animations include
a temporal element; but new projection technologies make real 3-D immersive
environments possible too. VRML is a format for representing environments in 3D
so that they can be interactively navigated, and multi-projector technologies with
curved screens, like the Imax theater familiar to many, offer the opportunity to
experience the landscape ‘in the round’, rather than through a frame. As these
technologies become more available and familiar, landscape visualizations will be
become ever more rich at the ‘realistic’ end of the scale
Figure 10. An immersive multi-screen projection system for landscape
visualization
Acknowledgments:
Some of these ideas and material first appeared in my paper ”Digital
Landscape Modeling Visualization: A Research Agenda”, presented at he Ascona
conference on “Our Visual Landscape”, and published in the May 2001 special
issue of Landscape and Urban Planning.
Author Information:
Stephen Ervin
Harvard Design School
48 Quincy st
Cambridge, MA 02138
US
617 495 2682
servin@gsd.harvard.edu