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Virtual Islands II

This is a companion tutorial to Nick Pigotts 'From Cardboard Cutouts to Virtual Islands' tutorial which details the scan and interpolation process in more depth and has been developed based on Noel Jenkin's tutorial for GenesisII in Juicy Geography. This is generally the most difficult aspect of the system to handle. Please note that we are using GenesisIV for this tutorial - there is a known bug in GenesisII which can cause problems with nearest neighbour interpolation under Windows XP.

Walkthrough

Start by scanning a copy of a student's map as per the OS article. The map should be clear and legible, with plenty of contours drawn in a high contrast colour, and saved in bmp format.


Click for large image
Start Genesis IV and open the Projects editor. If you have a registered version you should add a new project, otherwise select the project which you wish to reuse - we suggest the Fractal Landscape project. If you are reusing this project you will also wish to remove all water (select 'Clear water' from the edit menu in the heightfield editor) and either all objects from the terrain layers or the terrain layers themselves (use the Layers editor for both - see this tutorial)
Project Editor

Heightfield Editor
 

Open the Heightfield Editor. Unless you have a square map, it will be necessary to create a new grid and adjust it to A4 size by clicking File / New and adjusting the grid points on the x axis to 210 and the y axis to 295. You should also set the grid point spacing so that the total size of the grid agrees with you map.

You can use more points than this, indeed for professional purposes a greater density would be recommended, however for classroom use around 50,000 points gives very fast responses with acceptable detail.

 


Map Parameters dialog creates a new empty surface

The map now approximates A4 dimensions. To set the background to the scanned image open the 'Tracing Parameters' section then simply click the set Background button and browse for the scanned image. Make sure you have the 'show background' checkbox ticked.

A useful technique here is to open the 'Height Display' section and set the minimum and maximum settings to values appropriate for your map, as this will then give you maximum differentiation between traced contours. We also prefer to set the colour scheme to RGB for tracing as this uses a greater colour range.


Heightfield editor with background bitmap visible.

There are a number of tools that can be used to generate the 3D topography, perhaps the most useful is the Trace Contour button. It is probably best to enlarge the map using the zoom tool before embarking. Select the Contour Trace button (coloured blue) and carefully click on a contour. With luck, the tool will pick out the entire contour in dark green, though if it is reluctant, try increasing the colour tolerance slider.

Set the height of the contour in the pop-up box that follows. Initially this procedure can be fiddly, but it rapidly becomes easier with judicious use of the colour tolerance slider. When all the contours have been identified, it might be beneficial to add some selected spot heights with the appropriate tool before interpolating the rest of the height points on the map.


Tracing contours.

To use the Interpolation tool, click the interpolate button on the toolbar and draw a rectangle over the area to be interpolated. Make sure that Nearest Neighbour interpolation is selected and the minimum height is set to zero. Other parameters may be left as the defaults, in particular ensure that extrapolate is unchecked.

Click OK and the program will interpolate all available points, with our example the map will look similar to the next image.

 


Interpolation dialog.

You can see that interpolation has filled in heights for all areas inside the edge of the island, i.e. at the zero height contour. The blank areas of the map are undefined. This is because we did not check the extrapolate box and interpolation has only filled in points which are between defined points.

If we had checked the extrapolation box then all heights in the rectangle we chose would have been set.

Extrapolation is useful in some circumstances, particularly with maps just containing land, but must be used with care, particularly if interpolating several small areas.

As we have an island in this case we can use the Trend Analysis interpolation method to fill in out missing heights quickly. Use the interpolation tool again but this time select Trend Analysis when the dialog is displayed.

Interpolation after using nearest neighbour.

Trend Analysis always acts on all points, so with a minimum height set the rest of the landscape will be set to zero height. Trend analysis interpolation is also useful for filling in final groups of points after using Nearest Neighbour to fill in a landscape in small blocks. Trend Analysis should generally be avoided however for interpolating large complex areas as it tends to produce a plateau-like heightfield.


Interpolation after using trend analysis.

The final stage defining the landscape is to add the sea around the islands. If you set the height display to RGB this tends to be easier to see if you switch back to the default colours, so after doing that select the 'Flood with water' tool and click on a sea area. GenesisIV sets all flat areas at zero height to water. You can see from this image that the sea has encroached slightly over our zero contour, our interpolation function may have decided from the contours that these areas appeared flat within the margin of error.

Once complete close the Heightfield Editor and return to the GenesisIV main screen.

The results of our efforts are immediately shown in the preview and map windows. To render a higher quality image move the camera around to a position you're happy with (low views across water work well with islands) and click the 'Take Photo' button to open the photorealistic renderer.

The photorealistic renderer opens and renders the landscape using the same settings as the main screen. Click 'Full Photo Render' to draw the landscape using the photorealistic render.

Settings for the render are accessible from the various buttons shown in the Photorendering Options box. This image was created using the Azure Blue atmosphere presets.

The next stage could be to tweak the environment settings, add vegetation or other layers to the island, or drape the original map over the contours.