Real Time Rendering for a Geographical 
Information System. Stephanie Weirich. Advisor: Dr.  Paul Coddington.
More information on this topic is also availiable from Pat Angeles's project.

The Living Textbook

This project explores problems in creating a multimedia "flight simulator" interface to a textbook. A child will be able to sit at a computer and "fly" around the state of New York, learning about the geography, history, ecology and demography of the area. Cities and other points of interest will have hotspots leading to more information. Because it is geographically referenced, this database format will encourage learning with each use. Examples of data formats used are:

Elevation Landsat Digital Line Graph

Implementation

The textbook needs to able to run on many platforms, allowing a wide availibility. A central high performance computer would render the data and then send it to whatever hardware the schools possess. Smaller modules would also be able to run on the school's own terminal. This setup brings many concerns, two of which are:
  1. What is the best way to transfer the data from the main renderer to the display computer?
  2. How much preprocessing can be done to the data to speed up the rendering process?

Parallel Virtual Machine

An answer to the first question could have been PVM or Parallel Virtual Machine. It is a widely avaible, easy to use, heterogeneous computing environment, However, it did not provide the speed nor the stability needed. Further exploration into increasing frame speed through image compression also proved unfruitful. The best way to transfer the image data still remains unsolved, though probably lies in less portable, but faster protocols.

Shading and Shadow Preprocessing

However, as an answer to the second question, a significant portion of the rendering process, the computation of shadows and shading can be done in a preprocessing step. Because the light source remains constant and mountains are virtually non-reflective, shading and cast shadows do not change from one view to another. As a part of this project, I wrote a program to compute the shading of each vertex of each polygon in the terrain. This value can then be interpolated in the actual rendering process. The shading program itself used Lambertian shading for the direct sunlight and a Z-buffer algorithm to calculate the vertices in shadow.
The paper for this project is also available.

Stephanie Weirich email:sweirich@npac.syr.edu

Paul Coddington email:paulc@npac.syr.edu

1994 NPAC REU program.