Smathermather's Weblog

Remote Sensing, GIS, Ecology, and Oddball Techniques

Archive for the ‘Optics’ Category

Cartographically Pleasing Vegetation Boundaries– with PovRay, PostGIS, and LiDAR

Posted by smathermather on May 18, 2012

Just pretty pictures today.

Posted in Other, PostGIS, POV-Ray, Optics, Database, PostgreSQL, Cartography | Tagged: , , , , , , | Leave a Comment »

Fast Calculation of Voronoi Polygons in PovRay– Applied

Posted by smathermather on January 30, 2012

In a further exploration of using PovRay to do fast calculation of Voronoi polygons, let’s look to a real stream system as an example.  Here’s where the magic comes out, and where medial axes are found.

First the simple but real example.

Here’s the povray code:


#include "transforms.inc"
#version 3.6;

#include "edge_coords1.inc"

#declare Camera_Location = <2258076, 10, 659923>;
#declare Camera_Lookat   = <2258076, 0, 659923>;
 #declare Camera_Size = 1800;

camera {
orthographic
location Camera_Location
look_at Camera_Lookat
right Camera_Size*x
up Camera_Size*y
}

background {color <0.5, 0.5, 0.5>}

//union {

#declare Rnd_1 = seed (1153);

#declare LastIndex = dimension_size(edge_coords, 1)-2;
#declare Index = 0;
#while(Index <= LastIndex)

cone {
<0.0, -5, 0.0>, 30,  <0.0, 5, 0.0>, 0.0
     hollow
material {
texture {
pigment {
rgb <rand(Rnd_1)*2 + 1, rand(Rnd_1)*5 + 2, rand(Rnd_1)*5 +5>
}
finish {
diffuse 0.6
                 brilliance 1.0
}
}
interior {
ior 1.3
}
}
translate edge_coords[Index]
}


#declare Index = Index + 1;

#end


#declare edge_coords = array[16842]
{<2256808.71000000000, 0.00000000000, 660094.46988100000> ,
<2256810.06170000000, 0.00000000000, 660092.99580200000> ,
<2256811.41308000000, 0.00000000000, 660091.52172400000> ,
  <2256811.68965000000, 0.00000000000, 660091.21988700000> ,
<2256813.46393000000, 0.00000000000, 660090.29698900000> ,
<2256815.23820000000, 0.00000000000, 660089.37376200000> ,
<2256817.01248000000, 0.00000000000, 660088.45086400000> ,
  <2256818.78675000000, 0.00000000000, 660087.52763700000> ,
<2256820.56103000000, 0.00000000000, 660086.60473900000> ,
<2256822.33530000000, 0.00000000000, 660085.68151200000> ,
<2256824.10958000000, 0.00000000000, 660084.75861400000> ,
  <2256825.88352000000, 0.00000000000, 660083.83538800000> ,
<2256827.65780000000, 0.00000000000, 660082.91248900000> ,
<2256829.43207000000, 0.00000000000, 660081.98926300000> ,
<2256831.20635000000, 0.00000000000, 660081.06636400000> ,

 

Posted in Analysis, GIS, Optics, Other, POV-Ray | Tagged: , , , , | Leave a Comment »

Fast Calculation of Voronoi Polygons in PovRay

Posted by smathermather on January 20, 2012

Yet further abuse to follow in the application of PovRay for spatial analyses– be forwarned… .

Calculating Voronoi polygons is a useful tool for calculating the initial approximation of a medial axis. We densify the vertices on the polygon for which we want a medial axis, and then calculate Voronoi polygons on said vertices. I’ll confess– I’ve been using ArcGIS for this step. There. I said it. My name is smathermather, and I use ArcGIS. It’s a darn useful tool, and, and, I’m not ashamed to say that I use it all the time.

But, I do like the idea of doing this with non-proprietary, open source tools. I’ve contemplated using the approach that Regina Obe blogs about using PL/R + PostGIS to calculate them, but the installation of PL/R on my system failed my initial Yak Shaving Test.

So, with some google-fu, I stumbled upon articles on using 3D approaches to calculate 2D Voronoi diagrams, and my brain went into high gear. Right cones of equal size, viewed orthogonally generate lovely Voronoi diagrams, the only caveat being you need to know what your maximum distance you want to calculate in your diagram. For my use cases, this isn’t a limitation at all.

And so we abuse PovRay, yet again, to do our dirty work in analyses. I’ll undoubtedly have some follow up posts on this, but in the mean time, some diagrams and really dirty code:


global_settings {
	ambient_light rgb <0.723364, 0.723368, 0.723364>
}

camera {
	orthographic 
	location < 0.0, 5, 0>
	right x * 3
	up y * 3
	look_at < 0.0, 0.0, 0.0>
}

light_source {
	< 0.0, 100, 0>
	rgb <0.999996, 1.000000, 0.999996>
	parallel
	point_at < 0.0, 0.0, 0.0>
}


light_source {
	< 0.0, 100, 100>
	rgb <0.999996, 1.000000, 0.999996>
	parallel
	point_at < 0.0, 0.0, 0.0>
}

light_source {
	< 100, 100, 0>
	rgb <0.999996, 1.000000, 0.999996>
	parallel
	point_at < 0.0, 0.0, 0.0>
}

cone {
	<0.0, -0.5, 0.0>, 0.5,  <0.0, 0.5, 0.0>, 0.0
	hollow
	material {
		texture {
			pigment {
				rgb <0.089677, 0.000000, 1.000000>
			}
			finish {
				diffuse 0.6
				brilliance 1.0
			}
		}
		interior {
			ior 1.3
		}
	}
}

cone {
	<0.0, -0.5, 0.0>, 0.5,  <0.0, 0.5, 0.0>, 0.0
	hollow
	material {
		texture {
			pigment {
				rgb <1, 0.000000, 1.000000>
			}
			finish {
				diffuse 0.6
				brilliance 1.0
			}
		}
		interior {
			ior 1.3
		}
	}
	translate <-0.5,0,-0.5>
}

cone {
	<0.0, -0.5, 0.0>, 0.5,  <0.0, 0.5, 0.0>, 0.0
	hollow
	material {
		texture {
			pigment {
				rgb <1, 0.000000, 000000>
			}
			finish {
				diffuse 0.6
				brilliance 1.0
			}
		}
		interior {
			ior 1.3
		}
	}
	translate <-0.5,0,0.5>
}

cone {
	<0.0, -0.5, 0.0>, 0.5,  <0.0, 0.5, 0.0>, 0.0
	hollow
	material {
		texture {
			pigment {
				rgb <1, 1.000000, 000000>
			}
			finish {
				diffuse 0.6
				brilliance 1.0
			}
		}
		interior {
			ior 1.3
		}
	}
	translate <0.3,0,0.3>
}

cone {
	<0.0, -0.5, 0.0>, 0.5,  <0.0, 0.5, 0.0>, 0.0
	hollow
	material {
		texture {
			pigment {
				rgb <0, 1.000000, 000000>
			}
			finish {
				diffuse 0.6
				brilliance 1.0
			}
		}
		interior {
			ior 1.3
		}
	}
	translate <0.4,0,-0.2>
}

cone {
	<0.0, -0.5, 0.0>, 0.5,  <0.0, 0.5, 0.0>, 0.0
	hollow
	material {
		texture {
			pigment {
				rgb <1, 1.000000, 1.000000>
			}
			finish {
				diffuse 0.6
				brilliance 1.0
			}
		}
		interior {
			ior 1.3
		}
	}
	translate <0,0,-.7>
}

Posted in Analysis, GIS, Optics, Other, POV-Ray | Tagged: , , , , | 2 Comments »

Landscape Position: Conclusion? (part 2)

Posted by smathermather on December 7, 2011

From earlier post:

“I’ve managed to pilot most of a fast high resolution landscape position workflow with PovRay as my magic tool. The final steps I hope to pipe through PostGIS Raster. In the meantime a screenshot and description: blues are riparian, raw ocre, etc upland categories, grey is mostly flat lake plain and mid slopes, all derived from just a high res DEM input (no hydro lines as input, so it works on areas where you don’t know where the streams may be). There will be more categories in the final, in the meantime, welcome to December.”

I didn’t use PostGIS Raster, but the incredibly useful gdal_calc.py to finish out my landscape position calculations.  I will endeavor to post my code to github soon, but the parts and pieces include using gdal and PovRay.  PovRay helps with the sampling (really!) of nearby neighbors in the raster DEM, and gdal does the averaging and differencing of those to get relative landscape position.  I spent some time yesterday scratching my head over how to show all the new landscape position information on a readable and useable map, and after discussion with collegues, decided to use it to divide the world into two categories– riparian & lowland + headwaters & upland (not reflected yet in the labels).  To find out more about landscape position, follow this link, or better yet this one.  (BTW, the green is park land, blue is riparian/lowland/stream networks, purple is the basin boundary).

Riparian map based on landscape position, calculated using PovRay and GDAL.

Posted in Analysis, Ecology, GIS, Landscape Position, Other, POV-Ray | Tagged: , , , , , , , , , , , , | Leave a Comment »

Landscape Position: Conclusion?

Posted by smathermather on November 30, 2011

I’ve managed to pilot most of a fast high resolution landscape position workflow with PovRay as my magic tool. The final steps I hope to pipe through PostGIS Raster. In the meantime a screenshot and description: blues are riparian, raw ocre, etc upland categories, grey is mostly flat lake plain and mid slopes, all derived from just a high res DEM input (no hydro lines as input, so it works on areas where you don’t know where the streams may be). There will be more categories in the final, in the meantime, welcome to December.

20111130-221953.jpg

Posted in Analysis, Ecology, GIS, Landscape Position, Other, POV-Ray | Tagged: , , , , , , , , , , , , | 1 Comment »

Landscape Position Continued– absolutely relative position calculation <– Pics!

Posted by smathermather on July 14, 2011

Input:

Output:

Posted in Ecology, GIS, Image Processing, ImageMagick, Landscape Position, POV-Ray | Tagged: , , , , , | Leave a Comment »

Landscape Position Continued– absolutely relative position calculation

Posted by smathermather on July 14, 2011

I apologize in advance– this first post will be heavy on code, short on explanation. Landscape position, e.g. previous posts, can be trivial to calculate, but to make the calculations scalable to a large area, some batching is necessary. In this case, instead of a McNab index, we’re calculating the traditional GIS landscape position. Enter my favorite non-geographic tool, PovRay… . To the difference between, we’ll use PovRay in combination with imagemagick:


#include "transforms.inc"
#version 3.6;

#declare widthx=3425;
#declare heighty=1707.5;

#declare Aperture=300;
#declare Laps=20;

#declare Ind=1-pow(1-clock,1.2);
#declare PosX=cos(2*pi*Laps*Ind)*Aperture*Ind;
#declare PosY=sin(2*pi*Laps*Ind)*Aperture*Ind;

#declare Camera_Location = ;
#declare Camera_Lookat = ;

camera {
	orthographic
	location Camera_Location
	look_at Camera_Lookat
	right widthx*x
	up heighty*y
}

background {color  }

union {

	height_field {
		png "dem.png"
		scale ;
		translate ;
	}

	pigment {
		gradient x color_map {
			[0 color rgb 1]
			[1 color rgb 0]
			}

		scale 
		Reorient_Trans(x, Camera_Lookat-Camera_Location)
		translate Camera_Location
	}

	finish {ambient 1}
}


povray +Ilscape_posit.pov +Olscape_posit.png +FN16 +W1370 +H683 +KFI1 +KFF99 -D
convert lscape_posit??.png -average average.png
composite -compose difference lscape_posit.png average.png difference.png

In truth, I think I could do all of this in imagemagick, but it might not be fast enough. More testing to follow... .

Posted in Ecology, Image Processing, ImageMagick, Landscape Position, POV-Ray | Tagged: , , , , , | 1 Comment »

Landscape Position and McNab Indices (cont.)

Posted by smathermather on January 30, 2011

I typed that last one too quickly– too many typos, but my wife says I’m not supposed to revise blogs, but move on… .

So, for clarity, let’s talk a little more about McNab indices.  Field-derived McNab indices are a measure of average angle from the observer to the horizon (mesoscale landform index), or from the observer to another field person a set distance away, e.g. 10m or 18m, or whatever the plot size or settled upon (minor landform index).  Typically these are done in the field at a discreet number of directions, e.g. 4 cardinal directions, or 4 cardinal plus 4 ordinal (NE,NW SE, SW, SE) directions. The landform image in this post and the last is a calculation of mesoscale landform, which is harder to do in a classic GIS than minor landform (I’ll have a follow-up post on minor landform, probably using ArcGIS).

To calculate the values for mesoscale landform computationally, we require calculating the angle to the horizon for a certain number of directions for each point in the landscape.  This has the potential to be computationally intensive and complicated.  If, however, we conceive of the problem differently, as a 3D calculation we can perform in PovRay, arriving at the answer is simplified by the coding already done by the PovRay programmers.

Essentially, McNab mesoscale indices are a field proxy for the steradian of a site.

What does that mean?  Well, essentially, a map of steradians is a proxy for the shading of a white uneven surface on a cloudy day– or how much diffuse light is available to a given site.  Used in combination with site aspect, this is enough information to determine most of of the light conditions of a site, which is why McNab indices in combination with other factors are a good predictor of site productivity, and correlated with different plant communities across the landscape.

How does an uneven white surface shade on a cloudy day? Steeper areas with more of the sky occluded are darker while wide open spaces, like the bottom of river valleys and the tops of ridges and plateaus are brighter.  If you want to witness this effect, look to snow on the ground on a cloudy day (and what a great winter to do it).  (The only difference with snow is subsurface scattering which evens out the light quite a bit.)  You’ll notice the divots in the snow to be darker than the peaks, and the edges of the divots to be darkest of all.

The question then, is how to we compute this within PovRay?  We could use radiance as a global illumination model, but the calculation of inter-reflectivity that is at the core of radiance, while an important real factor in the landscape, would fail to replicate the original mesoscale landform index.  Instead, we set up a series of lights in a dome to illuminate the whole sky sphere, blur them a bit, and call it a day, a technique developed for HDRI rendering by Ben Weston, whose code I borrowed heavily.  The more lights the element of the landscape is exposed to the brighter, and vice versa, essentially making the brightness of an element proportional to the exposure to the sky sphere.  Unlike Ben, I used a simple white sphere to get even lighting.

Rendered at 16-bit resolution, we have a possible range of values from 0-65535.  Let’s assume that a linear transformation of these values will result in values representing the proportion of the sky sphere.  From there, transformation to steradians and then to solid angles in degrees is trivial.  Once it’s solid angles in degrees, it represents the same kind of value as a mesoscale landform index would give us (more later…).

Posted in Ecology, GIS, Landscape Position, POV-Ray | Tagged: , , , , , , , , , , , , , , , | 2 Comments »

YouTube Canopy Video

Posted by smathermather on February 9, 2010

Earlier, I posted some simple pictures from this short video clip using LiDAR to determine vegetation shape, animated in PovRay. Now, I post the video itself (all 7 seconds):

I did what YouTube says not to do, and that is to upload a vignetted version of video. Such is. I’ll upload a better one shortly eventually.

Posted in GIS, POV-Ray | Tagged: , , , , | Leave a Comment »

Viewshed Analyses in Povray– Final Image

Posted by smathermather on January 28, 2010

I completed this project a long time ago and have not blogged on it in over a year.  None-the-less, I realized that I hadn’t posted any final images for the viewshed analysis with Povray.

So here is the summer viewshed analysis.  This is rendered with about (I think) 150,000 trees, each with 100,000+ leaves.  The cell tower here is in red.  The landscape colored in cyan where the tower can be seen from.  A property boundary shows up in green:

And here is the same viewshed but a winter scene.  Since this is a very flat wetland landscape, it’s important to understand the visual penetration of the cell tower with the vegetation, with and without leaves:

Posted in POV-Ray, Viewshed | Tagged: , , , , | 1 Comment »

 
Follow

Get every new post delivered to your Inbox.

Join 198 other followers