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Spatial Analysis of Terrain in Virtual Reality Rolf Westerteiger * German Aerospace University of Kaiserslautern Andreas Gerndt German Aerospace Bernd Hamann Institute for Data Analysis and Visualization Department of Computer Science University of California, Davis Hans Hagen § TU Kaiserslautern ABSTRACT We extend an existing Virtual Reality terrain visualization frame- work to support spatial analysis tasks for geoscientific purpposes. Interactive measurement of height profiles is used as an example application to demonstrate the efficacy of the approach. In this ap- plication, virtual reality technology enables superior perception of profile line localization with respect to terrain features. Index Terms: J.2 [Physical sciences and Engineering]: Earth and atmospheric sciences—; I.3.6 [Computer Graphics]: Methodology and Techniques—Graphics data structures and data types; I.3.7 [Computer Graphics]: Three-dimensional graphics and Realism— Virtual reality; 1 I NTRODUCTION Figure 1: Fault network on Mars next to Valles Marineris Measuring the geometric properties of topographic features is an important sub-task in cartography. Due to the widespread avail- iability of remote sensing data such as Digital Terrain Models (DTMs), these measurements are nowadays almost exclusively car- ried out in a desktop environment using Geographic Information Systems (GIS). Most GIS are limited to a top-down perspective which can lead to ambiguities in interpreting topography. Domain experts have reported, for example, that certain features like crater rims or mountain foothills covered by sediment can be difficult to locate accurately in traditional systems, but are more readily iden- tifiable when using 3D visualization. We present a Virtual Reality (VR) system for the spatial analy- sis of Digital Terrain Models (DTMs) based on an existing terrain rendering framework [7]. We demonstrate that the hierarchical data * e-mail: [email protected] e-mail: [email protected] e-mail: [email protected] § e-mail: [email protected] structure used for rendering does support efficient implementation of analysis operators. As an example, we implemented a virtual tool for measuring height profiles which provides interactive update rates. Height profiles are an important geoscientific tool to help under- stand the morphology of predominantly linear surface features such as canyons, river beds or seismic faults (see Figure 1). A height profile is a cross-sectional representation of topography produced by sampling elevation along a given profile line. A common ap- proach to analyze surface features is to place multiple profile lines at different significant points along a feature and to compare them within a single 2D plot. Using stereoscopic rendering and head tracking, our system im- proves depth perception of profile lines with respect to the terrain, allowing for accurate placement. We applied our system to the surface of Mars using a DTM com- posited of Mars Orbiter Laser Altimeter (MOLA) [6] data by NASA as well as High Resolution Stereo Camera (HRSC) [3] data by Ger- man Aerospace. 1.1 Data set As a reference data set we used the high-resolution HRSC data set by German Aerospace which provides a DTM of Mars with a res- olution of about 50m per pixel. As the data capture and processing is still ongoing, only approximately 30% of the planetary surface is currently covered by HRSC. To provide a global model, the gaps in the HRSC model were filled by using the older MOLA data set by NASA, which provides a resolution of about 500m per pixel. The resulting composite multi-resolution data set is augmented by ad- ditional high resolution black and white imagery provided by the HRSC mission (12.5m per pixel). This data structure is used both for terrain visualization and spatial analysis. 2 RELATED WORK Related literature includes the work by Kreylos et al. [5], which examines the efficacy of performing scientific analyses within VR environments. Cartography is given as an example, and from pre- liminary results, the authors conclude that mapping performance in their VR enviroment is higher compared to performing the same task withinin a desktop GIS. Navigation within the terrain data set is performed by grabbing and manipulating the terrain using a 6DOF manipulator. In the work presented here we use a different navigation ap- proach by moving the camera instead. This allows for a higher degree of immersion, as it is more similar to the user actually being present at the target site. Not all data structures used by spherical terrain rendering sys- tems are capable of supporting efficient spatial analysis queries. For example, the Crusta system by Bernadin et al. [1] and the Planetary Scale Composition approach by Kooima et al. [4] use implicitly defined coordinate systems. A random point query against these data structures, for example, would require testing the boundary of each traversed node within the subdivision hierarchy for intersec- tion with the given point.

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Page 1: Spatial Anal ysis of T errain in Vir tual Realitygraphics.idav.ucdavis.edu/~hamann/WesterteigerGern...dinate system by G «orski et al. to pro vide spher ical rendering while avoiding

Spatial Analysis of Terrain in Virtual RealityRolf Westerteiger!German Aerospace

University of Kaiserslautern

Andreas Gerndt†German Aerospace

Bernd Hamann‡

Institute for Data Analysis and VisualizationDepartment of Computer Science

University of California, Davis

Hans Hagen§

TU Kaiserslautern

ABSTRACT

We extend an existing Virtual Reality terrain visualization frame-work to support spatial analysis tasks for geoscientific purpposes.Interactive measurement of height profiles is used as an exampleapplication to demonstrate the efficacy of the approach. In this ap-plication, virtual reality technology enables superior perception ofprofile line localization with respect to terrain features.

Index Terms: J.2 [Physical sciences and Engineering]: Earth andatmospheric sciences—; I.3.6 [Computer Graphics]: Methodologyand Techniques—Graphics data structures and data types; I.3.7[Computer Graphics]: Three-dimensional graphics and Realism—Virtual reality;

1 INTRODUCTION

Figure 1: Fault network on Mars next to Valles Marineris

Measuring the geometric properties of topographic features is animportant sub-task in cartography. Due to the widespread avail-iability of remote sensing data such as Digital Terrain Models(DTMs), these measurements are nowadays almost exclusively car-ried out in a desktop environment using Geographic InformationSystems (GIS). Most GIS are limited to a top-down perspectivewhich can lead to ambiguities in interpreting topography. Domainexperts have reported, for example, that certain features like craterrims or mountain foothills covered by sediment can be difficult tolocate accurately in traditional systems, but are more readily iden-tifiable when using 3D visualization.

We present a Virtual Reality (VR) system for the spatial analy-sis of Digital Terrain Models (DTMs) based on an existing terrainrendering framework [7]. We demonstrate that the hierarchical data

!e-mail: [email protected]†e-mail: [email protected]‡e-mail: [email protected]§e-mail: [email protected]

structure used for rendering does support efficient implementationof analysis operators. As an example, we implemented a virtualtool for measuring height profiles which provides interactive updaterates.

Height profiles are an important geoscientific tool to help under-stand the morphology of predominantly linear surface features suchas canyons, river beds or seismic faults (see Figure 1). A heightprofile is a cross-sectional representation of topography producedby sampling elevation along a given profile line. A common ap-proach to analyze surface features is to place multiple profile linesat different significant points along a feature and to compare themwithin a single 2D plot.

Using stereoscopic rendering and head tracking, our system im-proves depth perception of profile lines with respect to the terrain,allowing for accurate placement.

We applied our system to the surface of Mars using a DTM com-posited of Mars Orbiter Laser Altimeter (MOLA) [6] data by NASAas well as High Resolution Stereo Camera (HRSC) [3] data by Ger-man Aerospace.

1.1 Data setAs a reference data set we used the high-resolution HRSC data setby German Aerospace which provides a DTM of Mars with a res-olution of about 50m per pixel. As the data capture and processingis still ongoing, only approximately 30% of the planetary surface iscurrently covered by HRSC. To provide a global model, the gaps inthe HRSC model were filled by using the older MOLA data set byNASA, which provides a resolution of about 500m per pixel. Theresulting composite multi-resolution data set is augmented by ad-ditional high resolution black and white imagery provided by theHRSC mission (12.5m per pixel). This data structure is used bothfor terrain visualization and spatial analysis.

2 RELATED WORK

Related literature includes the work by Kreylos et al. [5], whichexamines the efficacy of performing scientific analyses within VRenvironments. Cartography is given as an example, and from pre-liminary results, the authors conclude that mapping performancein their VR enviroment is higher compared to performing the sametask withinin a desktop GIS. Navigation within the terrain data set isperformed by grabbing and manipulating the terrain using a 6DOFmanipulator.

In the work presented here we use a different navigation ap-proach by moving the camera instead. This allows for a higherdegree of immersion, as it is more similar to the user actually beingpresent at the target site.

Not all data structures used by spherical terrain rendering sys-tems are capable of supporting efficient spatial analysis queries. Forexample, the Crusta system by Bernadin et al. [1] and the PlanetaryScale Composition approach by Kooima et al. [4] use implicitlydefined coordinate systems. A random point query against thesedata structures, for example, would require testing the boundary ofeach traversed node within the subdivision hierarchy for intersec-tion with the given point.

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Our software extends our previous work on terrain visualiza-tion [7], which used a data structure based on the HEALPix coor-dinate system by Gorski et al. to provide spherical rendering whileavoiding artifacts due to coordinate singularities. At the same time,this data structure is well suited for interactive spatial analysis, as itprovides a closed projection formula relating geographic points toparametric (database) coordinates.

3 INTERACTION

For interaction, a flystick is used to control a virtual pick-ray. Sim-ilar to the mapping system by Kreylos et al. [5], we use separatenavigation and analysis modes, between which the user can switchusing a button on the flystick. The surface point being picked isdetermined using CPU based raycasting to test the pick-ray againstthe hierarchical DTM.

For navigation we provide both a trackball and a free flightmetaphor. At planetary scales, the trackball metaphor was foundto be an intuitive method for quickly navigating to sites of interestby grabbing a point on the planet and rotating it to a new position.Flying, on the other hand, is an immersive navigation metaphor use-ful to examine mostly linear features such as canyons or fault lines.The travel direction is determined by the orientation of the pick-ray. Additionally, a small analog joystick integrated in the flystick(“coolie hat”) is used to provide pitch and yaw control.

In analysis mode, profile lines can be drawn directly onto thesurface. The profile line is updated in real time as it is swept acrossthe topography. Figure 2 shows the interactive placement of faultlines as the user manipulates the end point using the pick ray.

The benefit of using Virtual Reality in this application is the su-perior perception of the trajectory of the profile line with respect totopography, enabled by stereoscopic rendering and head tracking.This improves the understanding of the resulting 2D plot, whichcan be visualized simultaneously as seen in Figure 3 or exported instandard formats for further analysis using other software packages.

4 DATA STRUCTURE

As described in [7], the data structure used is based on theHEALPix [2] sphere tesselation, which decomposes the sphere into12 curvilinear patches. The terrain rendering framework defines amulti-resolution hierarchy by maintaining one quad tree for each ofthese patches. Tree nodes contain tiles of 255"255 height samplesto allow for triangle batching in rendering.

The HEALPix coordinate system has two properties which makeit particulary useful for spatial analysis: The equal-area propertyguarantees that all samples on a given resolution level (tree depth)represent the same physical area on the surface, which simplifiesintegration. Furthermore, it has a closed projection formula relat-ing geographic and parametric coordinates. Compared to systemswhich use implicitly defined coordinates, for example by hierar-chical subdivision of a platonic solid, HEALPix allows for moreefficient point queries against the databse.

5 ALGORITHM

To compute a height profile, we sample the DTM equidistantlyalong a line segment between two given geographic points. At plan-etary sscales, where curvature becomes significant, the notion of aline segment as the shortest path between a pair of points has tobe generalized to great circle segments, which are the shortest pathbetween two points on a spherical surface. A parametrization ofthe great circle segment connecting two points is given by sphericalinterpolation.

Note that while the end points of the profile line are speci-fied in geographic coordinates, spherical interpolation uses three-dimensional euclidean coordinates. The intermediate sample posi-tions are converted back to geographic coordinates.

To generate the height profile, each sample position is then con-verted to parametric HEALPix space. These coordinates select oneof 12 quad trees and fully describe the path through that tree to thenode containing the point. A point query is then executed againstthe corresponding quad tree, traversing the tree until a leaf node isreached. Note that in the current implementation, this traversal islimited to the subtree currently available in memory according tothe Level-of-Detail metric employed by the terrain renderer.

The tile of 255"255 height samples stored with the leaf node isthen sampled using bilinear interpolation to obtain the height valueat the query point.

As a profile line is being drawn, the topography is sampled at100 equidistant points along the line in each frame to provide aninteractive feedback of the height profile. Once the user acceptsthe position of the profile line, the system samples the topographyagain at a higher resolution (1000 samples) to improve the accuracyof the final result.

6 CONCLUSION

We have presented a system for spatial analysis of digital terrainmodels in virtual reality environments. Using height profiles asan example application, we demonstrate that measurements can beperformed at interactive rates and show how the virtual reality tech-nology can help support the geoscientific analysis of topography.

7 FUTURE WORK

In future work, we want to improve immersion further by simulat-ing a walk on the surface of Mars. One challenge we identifiedis that even high-resolution HRSC imagery does not sufficientlyresolve features on the scale of a human, which implies that theground below and in the close vicinity of the user would appearvery blurry due to excessive magnification of the available imagery.This situation could be improved by introducing artifical detail, forexample using normal maps based on procedurally generated noise.Care must be taken in this approach, however, to avoid distortingthe actual data content.

We also want to integrate analysis operators working on a two-dimensional domain, such as a tool for volume measurement. Thisis expected to be useful to determine, for example, the volume ofcraters on Mars to estimate the amount of material ejected dur-ing the impact. The user would specify a polygonal footprint andthe system would then integrate all height samples within that areaby traversing the tree and recursing into nodes which intersect thegiven polygon. Due to the equal-area property of the HEALPixgrid, the area of grid cells contained in a tree node depends only onthe depth of the node in the tree, which simplifies the volume com-putation. This implies that the volume contribution of nodes fullyenclosed within the polygon is a function of the tree depth and thenode’s average height value. By storing the average height in thedatabase, loading the whole tile for the node can be avoided.

Another important improvement of the demonstrated systemwould be decoupling the accuracy of analysis results from the detaillevel currently used for rendering. Instead of limiting traversal ofthe quad trees to the in-memory subtree required for rendering, wewant to visit nodes down to the finest resolution level available inthe database. This implies having to load the required nodes fromexternal storage. To maintain interactivity, it would therefore beneccessary to use a background thread to perform this task whileproviding the user with a preliminary low-resolution result until thefinal data is available. To avoid having to load a node multipletimes for each sample point contained within the node, the traversalalgorithm should be extended to treat the set of all query points asa bundle which is propagated down the tree. Once a leaf node isencountered in traversal, all queries contained within that node canthen be answered simultaneously.

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REFERENCES

[1] T. Bernardin, E. Cowgill, O. Kreylos, C. Bowles, P. Gold, B. Hamann,and L. Kellogg. Crusta: A new virtual globe for real-time visualiza-tion of sub-meter digital topography at planetary scales. Computers &Geosciences, 37(1):75–85, 2011.

[2] K. M. Gorski, E. Hivon, A. J. Banday, B. D. Wandelt, F. K. Hansen,M. Reinecke, and M. Bartelmann. Healpix: A framework for high-resolution discretization and fast analysis of data distributed on thesphere. The Astrophysical Journal, 622(2):759, 2005.

[3] K. Gwinner, F. Scholten, F. Preusker, S. Elgner, T. Roatsch, M. Spiegel,R. Schmidt, J. Oberst, R. Jaumann, and C. Heipke. Topography of marsfrom global mapping by hrsc high-resolution digital terrain models andorthoimages: Characteristics and performance. Earth and PlanetaryScience Letters, 294(3-4):506 – 519, 2010. Mars Express after 6 Yearsin Orbit: Mars Geology from Three-Dimensional Mapping by the HighResolution Stereo Camera (HRSC) Experiment.

[4] R. Kooima, J. Leigh, A. Johnson, D. Roberts, M. SubbaRao, and T. De-Fanti. Planetary-scale terrain composition. IEEE Transactions on Visu-alization and Computer Graphics, 15(5):719–733, sept.-oct. 2009.

[5] O. Kreylos, G. Bawden, T. Bernardin, M. I. Billen, E. S. Cowgill, R. D.Gold, B. Hamann, M. Jadamec, L. H. Kellogg, O. G. Staadt, and D. Y.Sumner. Enabling scientific workflows in virtual reality. In Proceedingsof the 2006 ACM international conference on Virtual reality continuumand its applications, VRCIA ’06, pages 155–162, New York, NY, USA,2006. ACM.

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[7] R. Westerteiger, A. Gerndt, H. Hagen, and B. Hamann. Spherical ter-rain rendering using the hierarchical HEALPix grid. In Visualization ofLarge and Unstructured Data Sets - Applications in Geospatial Plan-ning, Modeling and Engineering (IRTG 1131 Workshop), OpenAccessseries in Informatics (OASIcs), 2012. (to be published).

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Figure 2: Accurate placement of profile lines in VR

Figure 3: Simultaneous display of profile graph