Apr 02 2008
The past four days have been a tremendous blur of internalizing NURBS into my mind, at least the SL sculptie variant of them. Now I’ve been aware for several months of how NASA used sculpted prims to represent detailed Mars craters (as published by Ireton), and I’ve certainly followed the beautiful work for David Rumsey done both by Telemorphic in 2003 (3D plots of historic Lake Tahoe area) and more recent historic Yosemite by Nathan Babcock). But there was something confusing and ultimately mysterious about using sculpties for terrain.
Not so much any more. Through several helpful blog and forum posts, and a score of hours spent in experimentation, I feel that I’ve brought the sculptie to heel for my terrain rendering purposes. Mostly, especially for OpenSim, it’s simply to display draped orthoimagery over an already precisely customized region terrain.
What I’ve learned is that for 1:1 mapping, where regional terrain is not available at more detail than the 10-meter postings from seamless.usgs.gov, then one can configure precise sculpted megaprims, only four to a region, and drape imagery quite effectively. The result is real-life imagery draped in the style of Google Earth, but coming out of a free OpenSim server into a free Second Life client, for a dozen or more regions on one server core. When using the technique that I’ve worked out, having only four scuplties to seamlessly cover the region means that the terrain sculpties will rez fully sixteen times (16X) faster than will either the David Rumsey or NASA educational islands.
There’s no special magic here: the region terrain is far superior as a way to represent real life terrain, as it can hold 64K of single-precision floating point values. A sculptie, by comparision, holds a mere 900 usable values that must be compressed to an 8-bit signed integer, for any one of the 900 points’ X, Y, or Z values that are practical to use to guide facets in a terrain “diamond”. This “diamond” is a way of describing what the terrain sculptie looks like after defining the outermost ring of UV values to wrap around to a single point safely below terrain surface, so as not to interfere with the 30×30 values useful to describe terrain in a way that cleanly tiles to cover multiple regions. The vertical scale of the terrain described this way is adjusted with the Z-dimension of the sculptie spheroid, which must be tuned using back-end OpenSim command “edit-scale” if one is manipulating a megaprim.
Anyway, when I get a chance to demo this for some Berkeley terrain, I’ll be sure to post a dramatic screen shot. As it is, the 12-region sim looks so realistic right now that almost any shot would be immediately recognizable by someone familiar with the site, so the good ones will wait for project time. Meanwhile, this one is intended to prove validity of sculpted terrain megaprims for draping orthoimagery.
The tools that I used were: ArcGIS to reproject the seamless terrain and orthoimagery into a rotated local grid variation of WGS84-UTM; ERDAS Imagine to perform mosaicking, dicing, image stretch/rescaling, and layer stacking to build precise UV maps from real life terrain; and OpenOffice.org spreadsheet to calculate precise gradient values for the X and Y components of the UV maps. On the back end was OpenSim 0.5 using region definitions in the 0.4 style, and the terrain build was performed using the standard Second Life 1.19.0.(5) client running on Windows XP with a Radeon X1300 Pro.
A couple of days later, I revisited the sim and made a couple of updates to sculpties with the new 1.19.1.(4) Second Life client, and the orthoimage colors look different depending on sun angle–thanks to Windlight. It’s not a bad thing, and gives one a reason to look up and appreciate the beautiful sky! Back on Agni (standard Second Life Grid) by comparison, all the prims seem far more intensely colored and somehow more detailed with the new client.