Apr 25 2017

Terrain: solved; Platform: Unity;

Published by at 2246h under SL In General

Following a catch-up read last night of Metaverse Ink from 2011 with many thanks to Prof. Crista Lopes of UCI Informatics for writing it.

Why not?  Unity appears to have a San Francisco SOMA presence, FWIW.  A few hours later, a “Duh” moment.  Why wait so long to go this way?  Why be so intent on synchronous state sharing among distributed clients?  No more questions, just an image to show Unity 5.6.0f3 in action.

Terrain is full-res 1-meter digital surface model, although it has been compressed to unsigned short (u16) integer decimeters with a 10-meter bias to cover creek bathymetry.  Believe me, the effect of negative signed integers on an unsigned int terrain is not pleasant, and the creeks looked like they’d been turned into vertical columns of stratospheric steam.  The swath shown below is 1024 m X 6144 m, has terrain values every square meter, and spans terrain elevations from about 1 m up close to 784 m up high.  At first glance this might look like a green cousin of the obelisk from the movie 2001: A Space Odyssey but in fact it is the fully detailed oblique view of a strip of rendered terrain shown without any atmospheric effects, which makes for some disorienting foreshortening.

I’m still patching terrain 1K-meter squares together manually for a demo.  But this is really looking professional-grade!  Strategically, although this slice of terrain is in Marin county, California, the terrain blocks have been positioned at San Francisco coordinate system of 2013 (WKID/EPSG 7131) so I’m actually using Unity 3D to edit in a GIS grid system.  That opens up the possibility of pouring Vast Tracts of Data into the model from sources like MarinMap.

Unity terrain

Unity 5.6.0f3 Marin dsm1m and MarinMap rgb20cm of 2014

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