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Interactive Rendering and Stylization of Transportation
Networks using Distance Fields
Matthias Trapp, Amir Semmo, Jürgen Döllner
Hasso Plattner Institute, University of Potsdam, Germany
INTRODUCTION
Towards Cartography-oriented Stylization
Paris Street Map – 1780
P1: contour lines surround fine-textured fills or solid colors
to add visual contrast and improve figure-ground perception
P2: primary streets overlap secondary or tertiary streets in
hierarchical representations of street networks; wavy or fuzzy
to express uncertainty
P3: names follow principal line directions and are placed within
streets or outside line segments
London Street Map – 1913
London Underground Map – 1933
Modern Tourist Map of Paris
P7: yellow established as a conventional color tone for main
streets, with a discrete gradation towards grey and white
shading for tertiary roads
P6: streets are tinted using qualitative color schemes to represent
street classes and distinguish them from the underlying terrain
P5: a hierarchy of emphasis is drawn among reference elements,
such as different line weights and colors to portray different
grades of roads
P4: dynamic filtering and scaling of geometric features improves
perception of roads at high view distances and avoids
cluttering.
Conceptual and Technical Requirements
 Pre-processing of discrete level-of-details consume additional memory and yield
incoherent rendering when switching between these levels during zooming or within
perspective projection.
 Levels-of-Detail should be computed during rendering based on viewing settings
 Increasingly detailed networks require high amounts of main/video memory.
 Network representation should exhibit a small memory footprint and fast updates
 View-dependent cartographic stylization of transportation networks are key features for a
number of applications.
 Rendering technique should provide a sufficient parameterization, i.e., covering level-of-detail
rendering, interactive filtering, and highlighting
RELATED WORK
Related Work :: Overview
Street Rendering Approaches
Object-space Approaches
Geometry-based Approach
Texture-based Approach
Screen-Space Approaches
Stencil-based Approach
Discard-based Approach
Geometry-based Approach
Basic Principle:
 Pre-compute geometry at different LoD
 Forward rendering geometry
 Most flexible approach w.r.t. stylization
Limitations:
 High memory consumptions for complex networks
 No transitions between static LoD
 High rendering costs
Texture-based Approach
„Interactive 3D Visualization of Vector Data in GIS”
O. Kersting, J. Döllner, ACM GIS 2002
Basic Principle:
 Generate texture trees from geometry
 Off-screen rendering at different resolutions
 Use for texturing during scene rendering
Limitations:
 Relies on data pre-processing
 Requires intermediate representation
 Suffers from texturing artifacts
Stencil-based Approach
„High-Quality Cartographic Roads on High-Resolution DEMs”
M. Vaaraniemi, M. Treib, R. Westermann, WSCG Journal 2011
Basic Principle:
 Generate shadow volume per street segment
 Avoid cracks between segments using cap cones
 Enables distance-based scaling of street segments
 Rendering using shadow volume approach
Limitations:
 Requires additional data structure (volumes)
 Limited styling capabilities (color + outline)
Discard-based Approach
„A screen-space approach to rendering polylines on terrain”
D. Ohlarik, P. Cozzi; SIGGRAPH Poster 2011
Basic Principle:
 Extrude polylines to walls
 Compute intersection with terrain
 Discard fragments accordingly
 Avoid dashing and smearing
Limitations:
 Stylization with single color only
 No distance-dependent segment width
Distance-fields for Stylization Parametrization
„ Real-Time Rendering of Water Surfaces with Cartography-Oriented Design”
A. Semmo, J. E. Kyprianidis, M. Trapp, J. Döllner; CAe 2014
APPROACH
Overview of Approach
Forward Rendering Pass Deferred Rendering Pass
Open Street Map (OSM) Data Representation
Overview of Distance-Field Generation
Geometry Generation
Attributed Vertex Cloud
+
Geometry Shader
+
Vertex Pulling
Encoding of Distance using Texturing
dresult = min(dsource , ddestination)
Blending Modes
No Blending Min-Blending
Distance Field Colored Distance Field Colored
Result: 2D Texture-Array
Memory consumptions: #layer  width  height  precision (3 * 32 Bit = 12 Byte)
Evaluation of Distance Fields :: Procedural Textures
Procedural textures evaluated on a per-fragment basis:
 Deferred texturing based on distance fields
 Application of procedural and image textures possible
 Bottom-up compositing based on street rank
“Improved Alpha-Tested Magnification
for Vector Textures and Special Effects”
Chris Green; SIGGRAPH 2007
Final Compositing Step
Bottom-up evaluation of each layer (street category) and blending
RESULTS & DISCUSSION
Application Examples :: Distance-based Evaluation
Application Examples :: Stylization Variants
Application Examples :: Regions-of-Interest
Application Examples :: Regions-of-Interest
Performance Evaluation
 Test data sets of different complexity
from Open Street Map (OSM) data base
 Approach is fill-limited w.r.t. number of
street categories to render
ID Data Set # Nodes #Ways
A Berlin 1 5571 1028
B Istanbul 2004 263
C Berlin 2 9502 1766
A B C A B C A B C
390 x 260 670 x 450 1280 x 800
1 Category 3 2.9 3 3 2.9 3 25.5 25.4 25.3
2 Categories 3.2 3.3 3.4 3.2 3.3 3.4 29 29 29.2
4 Categories 4.1 4.1 4.2 4.1 4.2 4.2 36.1 26.2 36.2
8 Categories 5.5 5.4 5.5 5.7 5.6 5.8 50.1 50.1 50.2
0
10
20
30
40
50
60
Milliseconds
Limitations
Distance-field generation:
 Intrusion
 Protrusion
Memory consumptions for large numbers of categories
Intrusion
Protrusion
Future Work :: Geometry Draping
Draping
Digital Elevation Model Result
Planar Network Geometry
Future Work :: Geometries
 Generate alternative geometric representations
 View-dependent adaptation of geometric representations
Conclusions
 A concept for high-quality cartographic rendering exemplified
for complex street networks.
 Interactive hardware-accelerated rendering technique having
minimal memory footprint for network representation.
 Interactive stylization and colorization using deferred texturing
based on distance fields generated on per-frame basis
 Potentials for future research
Questions & Comments ?
Contact:
 Matthias Trapp / matthias.trapp@hpi.de
 Amir Semmo / amir.semmo@hpi.de
 Jürgen Döllner / juergen.doellner@hpi.de
Publications: www.4dndvis.de/publikationen.html
This work was funded by the Federal Ministry of Education and Research (BMBF),
Germany within the InnoProfile Transfer research group "4DnD-Vis".
Interactive Rendering and Stylization of Transportation
Networks using Distance Fields
Matthias Trapp, Amir Semmo, Jürgen Döllner
Hasso-Plattner-Institut, University of Potsdam, Germany

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Interactive Rendering and Stylization of Transportation Networks Using Distance Fields

  • 1. Interactive Rendering and Stylization of Transportation Networks using Distance Fields Matthias Trapp, Amir Semmo, Jürgen Döllner Hasso Plattner Institute, University of Potsdam, Germany
  • 4. Paris Street Map – 1780 P1: contour lines surround fine-textured fills or solid colors to add visual contrast and improve figure-ground perception P2: primary streets overlap secondary or tertiary streets in hierarchical representations of street networks; wavy or fuzzy to express uncertainty P3: names follow principal line directions and are placed within streets or outside line segments
  • 5. London Street Map – 1913
  • 7. Modern Tourist Map of Paris P7: yellow established as a conventional color tone for main streets, with a discrete gradation towards grey and white shading for tertiary roads P6: streets are tinted using qualitative color schemes to represent street classes and distinguish them from the underlying terrain P5: a hierarchy of emphasis is drawn among reference elements, such as different line weights and colors to portray different grades of roads P4: dynamic filtering and scaling of geometric features improves perception of roads at high view distances and avoids cluttering.
  • 8. Conceptual and Technical Requirements  Pre-processing of discrete level-of-details consume additional memory and yield incoherent rendering when switching between these levels during zooming or within perspective projection.  Levels-of-Detail should be computed during rendering based on viewing settings  Increasingly detailed networks require high amounts of main/video memory.  Network representation should exhibit a small memory footprint and fast updates  View-dependent cartographic stylization of transportation networks are key features for a number of applications.  Rendering technique should provide a sufficient parameterization, i.e., covering level-of-detail rendering, interactive filtering, and highlighting
  • 10. Related Work :: Overview Street Rendering Approaches Object-space Approaches Geometry-based Approach Texture-based Approach Screen-Space Approaches Stencil-based Approach Discard-based Approach
  • 11. Geometry-based Approach Basic Principle:  Pre-compute geometry at different LoD  Forward rendering geometry  Most flexible approach w.r.t. stylization Limitations:  High memory consumptions for complex networks  No transitions between static LoD  High rendering costs
  • 12. Texture-based Approach „Interactive 3D Visualization of Vector Data in GIS” O. Kersting, J. Döllner, ACM GIS 2002 Basic Principle:  Generate texture trees from geometry  Off-screen rendering at different resolutions  Use for texturing during scene rendering Limitations:  Relies on data pre-processing  Requires intermediate representation  Suffers from texturing artifacts
  • 13. Stencil-based Approach „High-Quality Cartographic Roads on High-Resolution DEMs” M. Vaaraniemi, M. Treib, R. Westermann, WSCG Journal 2011 Basic Principle:  Generate shadow volume per street segment  Avoid cracks between segments using cap cones  Enables distance-based scaling of street segments  Rendering using shadow volume approach Limitations:  Requires additional data structure (volumes)  Limited styling capabilities (color + outline)
  • 14. Discard-based Approach „A screen-space approach to rendering polylines on terrain” D. Ohlarik, P. Cozzi; SIGGRAPH Poster 2011 Basic Principle:  Extrude polylines to walls  Compute intersection with terrain  Discard fragments accordingly  Avoid dashing and smearing Limitations:  Stylization with single color only  No distance-dependent segment width
  • 15. Distance-fields for Stylization Parametrization „ Real-Time Rendering of Water Surfaces with Cartography-Oriented Design” A. Semmo, J. E. Kyprianidis, M. Trapp, J. Döllner; CAe 2014
  • 17. Overview of Approach Forward Rendering Pass Deferred Rendering Pass
  • 18. Open Street Map (OSM) Data Representation
  • 20. Geometry Generation Attributed Vertex Cloud + Geometry Shader + Vertex Pulling
  • 21. Encoding of Distance using Texturing
  • 22. dresult = min(dsource , ddestination) Blending Modes No Blending Min-Blending Distance Field Colored Distance Field Colored
  • 23. Result: 2D Texture-Array Memory consumptions: #layer  width  height  precision (3 * 32 Bit = 12 Byte)
  • 24. Evaluation of Distance Fields :: Procedural Textures Procedural textures evaluated on a per-fragment basis:  Deferred texturing based on distance fields  Application of procedural and image textures possible  Bottom-up compositing based on street rank “Improved Alpha-Tested Magnification for Vector Textures and Special Effects” Chris Green; SIGGRAPH 2007
  • 25. Final Compositing Step Bottom-up evaluation of each layer (street category) and blending
  • 27. Application Examples :: Distance-based Evaluation
  • 28. Application Examples :: Stylization Variants
  • 29. Application Examples :: Regions-of-Interest
  • 30. Application Examples :: Regions-of-Interest
  • 31. Performance Evaluation  Test data sets of different complexity from Open Street Map (OSM) data base  Approach is fill-limited w.r.t. number of street categories to render ID Data Set # Nodes #Ways A Berlin 1 5571 1028 B Istanbul 2004 263 C Berlin 2 9502 1766 A B C A B C A B C 390 x 260 670 x 450 1280 x 800 1 Category 3 2.9 3 3 2.9 3 25.5 25.4 25.3 2 Categories 3.2 3.3 3.4 3.2 3.3 3.4 29 29 29.2 4 Categories 4.1 4.1 4.2 4.1 4.2 4.2 36.1 26.2 36.2 8 Categories 5.5 5.4 5.5 5.7 5.6 5.8 50.1 50.1 50.2 0 10 20 30 40 50 60 Milliseconds
  • 32. Limitations Distance-field generation:  Intrusion  Protrusion Memory consumptions for large numbers of categories Intrusion Protrusion
  • 33. Future Work :: Geometry Draping Draping Digital Elevation Model Result Planar Network Geometry
  • 34. Future Work :: Geometries  Generate alternative geometric representations  View-dependent adaptation of geometric representations
  • 35. Conclusions  A concept for high-quality cartographic rendering exemplified for complex street networks.  Interactive hardware-accelerated rendering technique having minimal memory footprint for network representation.  Interactive stylization and colorization using deferred texturing based on distance fields generated on per-frame basis  Potentials for future research
  • 36. Questions & Comments ? Contact:  Matthias Trapp / matthias.trapp@hpi.de  Amir Semmo / amir.semmo@hpi.de  Jürgen Döllner / juergen.doellner@hpi.de Publications: www.4dndvis.de/publikationen.html This work was funded by the Federal Ministry of Education and Research (BMBF), Germany within the InnoProfile Transfer research group "4DnD-Vis".
  • 37. Interactive Rendering and Stylization of Transportation Networks using Distance Fields Matthias Trapp, Amir Semmo, Jürgen Döllner Hasso-Plattner-Institut, University of Potsdam, Germany

Editor's Notes

  1. http://blogs.agi.com/agi/2011/04/25/a-screen-space-approach-to-rendering-polylines-on-terrain/
  2. Drawbacks of distance fields: Intrusion / Protrusion Memory consumptions: Fat framebuffers
  3. As you may have noticed: 2D only