Terrain mesh introduction: Difference between revisions
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The real-life world is not flat, it comprises mountains, valleys, rolling plains, etc. | |||
<br> | |||
i.e. '''topographical features'''. | |||
These bumps, dips, and flat areas, all need to be translated into a surface understood by the sim. | |||
==Definition== | ==Definition== | ||
Terrain Mesh is the name given to the | '''Terrain Mesh''' is the name given to the '''D'''igital '''E'''levation '''M'''odel, ('''DEM'''), that represents these topographical features. | ||
<br> | |||
i.e. The '''surface''' of the earth over which the user flies in the simulator, (or crashes into !). | |||
What Terrain Mesh is not - | |||
* The picture overlaid on the ground, (see ?????). | |||
* The picture overlaid on water, (see ?????). | |||
* The objects placed on that surface, (see scenery). | |||
== Explanation == | |||
Think of a flat handkerchief with a grid of lines drawn on it, (mesh). | |||
Lay the handkerchief on the surface of a desk. | |||
<br> | |||
All points on the grid have the same elevation, (i.e. they're the same as the surface of the desk). | |||
Now lay that handkerchief over a collection of small objects on the desk. | |||
<br> | <br> | ||
you'll see the grid is distorted into bumps & dips by those objects. | |||
** DTM (Digital Terrain Model) - The 'bald earth' model. | If you then measured the elevation at each intersection of the grid, (relative to the desk surface), | ||
<br> | |||
you'd have a mesh of elevation data. | |||
== DEM (Digital Elevation Model / Map) == | |||
DEM's are available in two main types - | |||
** DTM (Digital Terrain Model) - The 'bald earth' model. The underlying terrain surface. Excludes all elevation data caused by- vegetation, buildings, and other cultural features. | |||
** DSM (Digital Surface Model) - The 'canopy' model. Includes buildings, vegetation, and roads, as well as natural terrain features. | ** DSM (Digital Surface Model) - The 'canopy' model. Includes buildings, vegetation, and roads, as well as natural terrain features. | ||
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* With the release of FSX, a fully three dimensional mesh was introduced meaning that flights at high altitude would show the curvature of the earth and users could zoom out to see the whole globe modelled. This was termed 'round earth' in the marketing material and introduced some issues with scenery design. | * With the release of FSX, a fully three dimensional mesh was introduced meaning that flights at high altitude would show the curvature of the earth and users could zoom out to see the whole globe modelled. This was termed 'round earth' in the marketing material and introduced some issues with scenery design. | ||
==Creation | == Mesh Creation == | ||
It is not practical for the casual user to ''create'' their own mesh - The major proportion of mesh creation is, in fact, direct conversion of existing GIS data into a [[BGL]] | |||
It is not practical for the casual user to ''create'' their own mesh- The | |||
Conversion of mesh uses the [[resample]] tool which converts a number of common DTM formats into a Flightsim [[BGL]] | Conversion of mesh uses the [[resample]] tool which converts a number of common DTM formats into a Flightsim [[BGL]] | ||
==Other Scenery Elements that Effect Mesh== | ==Other Scenery Elements that Effect Mesh== | ||
* Flatten- These override the mesh in the area covered by the polygon | * Flatten, (aka Airport Boundaries) - These override the mesh in the area covered by the polygon. They replace the height values in order to raise or lower the terrain to a defined, known level such as an airfield, (). | ||
* Water Polygons- Similar to a Flatten but with a water effect and information about slope added. | * Water Polygons - Similar to a Flatten but with a water effect and information about slope added. | ||
* Vector Line data ( | * Vector Line data (i.e. Roads, Streams, etc.) These flatten the terrain underneath the line in a number of ways, (as defined in the terrain.cfg), including | ||
** Removing slope across the line, (i.e. Roads). | |||
** Raising the terrain under the line by a set amount (i.e. Railway). | |||
** Lowering it by a set amount (i.e. Streams). | |||
[[Category:Scenery_Design]] | [[Category:Scenery_Design]] | ||
[[Category:Terrain_Design]] | [[Category:Terrain_Design]] | ||
[[Category:Glossary]] | [[Category:Glossary]] | ||
Revision as of 18:25, 12 February 2009
The real-life world is not flat, it comprises mountains, valleys, rolling plains, etc.
i.e. topographical features.
These bumps, dips, and flat areas, all need to be translated into a surface understood by the sim.
Definition
Terrain Mesh is the name given to the Digital Elevation Model, (DEM), that represents these topographical features.
i.e. The surface of the earth over which the user flies in the simulator, (or crashes into !).
What Terrain Mesh is not -
- The picture overlaid on the ground, (see ?????).
- The picture overlaid on water, (see ?????).
- The objects placed on that surface, (see scenery).
Explanation
Think of a flat handkerchief with a grid of lines drawn on it, (mesh).
Lay the handkerchief on the surface of a desk.
All points on the grid have the same elevation, (i.e. they're the same as the surface of the desk).
Now lay that handkerchief over a collection of small objects on the desk.
you'll see the grid is distorted into bumps & dips by those objects.
If you then measured the elevation at each intersection of the grid, (relative to the desk surface),
you'd have a mesh of elevation data.
DEM (Digital Elevation Model / Map)
DEM's are available in two main types -
- DTM (Digital Terrain Model) - The 'bald earth' model. The underlying terrain surface. Excludes all elevation data caused by- vegetation, buildings, and other cultural features.
- DSM (Digital Surface Model) - The 'canopy' model. Includes buildings, vegetation, and roads, as well as natural terrain features.
- All scenery objects are placed in relation to the mesh but differ as to whether they are placed with an absolute Z value or simply placed 'on' the terrain. Due to the fact that mesh data can be replaced with alternate data, consideration should be given to whether scenery objects are placed relative or absolute on the terrain and steps taken to avoid objcts floating/sinking above/below the mesh.
- Prior to FSX, mesh was "2.5D" or quasi 3 dimensional (I.e. Latitude X and Longitude Y but with vertical Z values extending upward from an infinite plain at 0). Users couldnt truly fly 'around the globe' but were able to fly continuously across it- The simulator would continue to load data tiles across the world to give the illusion of flying around the earth.
- With the release of FSX, a fully three dimensional mesh was introduced meaning that flights at high altitude would show the curvature of the earth and users could zoom out to see the whole globe modelled. This was termed 'round earth' in the marketing material and introduced some issues with scenery design.
Mesh Creation
It is not practical for the casual user to create their own mesh - The major proportion of mesh creation is, in fact, direct conversion of existing GIS data into a BGL
Conversion of mesh uses the resample tool which converts a number of common DTM formats into a Flightsim BGL
Other Scenery Elements that Effect Mesh
- Flatten, (aka Airport Boundaries) - These override the mesh in the area covered by the polygon. They replace the height values in order to raise or lower the terrain to a defined, known level such as an airfield, ().
- Water Polygons - Similar to a Flatten but with a water effect and information about slope added.
- Vector Line data (i.e. Roads, Streams, etc.) These flatten the terrain underneath the line in a number of ways, (as defined in the terrain.cfg), including
- Removing slope across the line, (i.e. Roads).
- Raising the terrain under the line by a set amount (i.e. Railway).
- Lowering it by a set amount (i.e. Streams).