Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom Scenery branch, gdalchop,

2012-08-01 Thread Martin Spott
Flightgear-commitlogs wrote:
 The branch, gdalchop has been created
at  40695c40585943b13e3c1005648e1da4dc490542 (commit)
 
 - Log -
 commit 40695c40585943b13e3c1005648e1da4dc490542
 Author: Ralf Gerlich
 Date:   Tue Dec 29 19:04:46 2009 +0100

Sorry for the old changelogs.  Apparently the history in the 'official'
terragear-cs repo on Gitorious was bent forcibly and therefore some
of the references didn't apply properly to the mirror on MapServer - at
least GIT automatically detects these 'excercises'  :-)

I looks like branch removals got lost as well, I'll try to fix these
later.

Cheers,
Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-20 Thread Adrian Musceac
On Friday, January 20, 2012 07:55:24 Martin Spott wrote:
 Martin Spott wrote:
  Topologically cleaned CLC2000v15 is now available on the FlightGear
  MapServer web map and if you download Shapefiles, you'll get them from
  the revised dataset.  Please let me know if you encounter technical
  mistakes in this data !
 
 CLC2006v15 likewise,
 
   Martin.

Hi Martin,
That's great news. I'm curious, what kind of elevation data are you using for 
the new terrain?
SRTMv3 by any chance?

Cheers,
Adrian

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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-20 Thread Curtis Olson
On Fri, Jan 20, 2012 at 12:09 AM, Martin Spott martin.sp...@mgras.netwrote:

 A agree with all of the above.  Creating all four edges for a stand-
 alone tile sounds reasonable and creating just N/E when S/W are
 available isn't that bad either.  Anyhow, as far as I understand,
 fgfs-construct was made for a workflow where _at_minimum_ two new
 edges are being created with a new tile.

 It's missing the feature to smoothly align a tile with a surrounding
 box of four edges which are given from a previous terrain build.
 Trying to insert a single tile, or a chunk of just a few tiles
 connected tiles results in strange artifacts in almost every second
 case.


That is curious -- it should do fine in that situation.  Originally the
tile scheduler would build every other tile in every other row, and then
come back and file in so eventually it should have hit this situation many
times.  My thinking was that in a typical situation with let's say 25
build nodes, if the scheduler assigned adjacent tiles to the build nodes,
there could be a race condition when tiles decide if they own an edge or
not.  But by interleaving the schedule, there should never be a situation
where two build nodes are ever working on adjacent tiles.

The behavior you are describing definitely sounds like (a) a bug, or (b)
constructing an isololated/surrounded tile with new land cover data such
that it's impossible to get a correct match with the adjacent neighbor
(built with different polygon data.)   Situation (b) could easily happen if
you are changing data or changing build options compared to the previous
build.

Curt.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-20 Thread Martin Spott
Adrian Musceac wrote:

 That's great news. I'm curious, what kind of elevation data are you using for 
 the new terrain?

In general I think I'll try to use the best I can get under a GPL-
compatible license  ;-)

 SRTMv3 by any chance?

Well, one day I'll have to make a decision but beforehand the most
pressing item on my TODO list is to get the land cover right.

Which SRTMv3 are you having in mind ?  The only SRTMv3 I know is
the first version of CGIAR's void-filled SRTM v2.1 dataset - which,
btw., has a no commercial use-clause in its terms of use.  The same
applies to CGIAR v4 and v4.1.
Anyhow, nowadays there's no shortage of alternative supplements to fill
the voids in SRTM v2.1, therefore I feel quite relaxed wrt. the choice
of DEM data.

Cheers,
Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-20 Thread Martin Spott
Martin Spott wrote:

 CLC2006v15 likewise,

BTW, here's my list of most urgent open items related to the web map
which I think are worth being addressed - maybe someone would like to
volunteer:

 - Make the four input fields and the download button disappear as long
   as the Download-Box layer is inactive.
 - Enable blending between two different layers, most particularly
   between VMap0 line features and OSM in order to identify voids in
   OSM where VMap0 has at least basic road coverage (to support the
   preparations for switching over to OSM as the primary source of road
   data).
 - Clean up the mess of having one pair of download scripts for every
   of the download features.  Merge these scripts into one or two pairs
   while retaining the security features.

The code is here, feel free to submit merge requests.

  http://www.gitorious.org/fg/sceneryweb/trees/master/mapserver/

Cheers,
Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-20 Thread Jason Cox
On Fri, 2012-01-20 at 12:29 +, Martin Spott wrote:
 Adrian Musceac wrote:
 
  That's great news. I'm curious, what kind of elevation data are you using 
  for 
  the new terrain?
 
 In general I think I'll try to use the best I can get under a GPL-
 compatible license  ;-)
 
  SRTMv3 by any chance?
 
 Well, one day I'll have to make a decision but beforehand the most
 pressing item on my TODO list is to get the land cover right.
 
 Which SRTMv3 are you having in mind ?  The only SRTMv3 I know is
 the first version of CGIAR's void-filled SRTM v2.1 dataset - which,
 btw., has a no commercial use-clause in its terms of use.  The same
 applies to CGIAR v4 and v4.1.
 Anyhow, nowadays there's no shortage of alternative supplements to fill
 the voids in SRTM v2.1, therefore I feel quite relaxed wrt. the choice
 of DEM data.
 
 Cheers,
   Martin.

Martin,
I dont know if this is possible but due to the low resolution of hight
data available for my place of interest (Australia) I have been thinking
of using the contour layer of the available shape files from ga.gov.au

Several years ago I experimented with this using a script to build a
file for Fred's FGSD program and the results were quite promising
although I had issues as the old STRM data was already there.

The scenery that I did produce look very pleasing as the local cliffs
where all visible due to the 10m contouring in the shape files. 

Maybe this might be an avenue to look at again.

Jason


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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-19 Thread Martin Spott
Martin Spott wrote:
 Martin Spott wrote:

 Supplying the flags --xdist=19 --ydist=18 (around a center at
 --lon=9.875 --lat=49.375, but there's no difference with --lon=10
 --lat=49) seem to work nicely (test is still running, but looks good
 so far), [...]
 
 Test is still running and has produced 1.8 GByte of terrain so far.

Finally the test created 3.3 GByte of terrain with CORINE land cover
and VMap0 roads in 49 hours using one single process, before it ran
into a segfault.  I think that's still pretty good and therefore I'd
declare this test a success, despite the segfault.
Cleaning VMap0 proved not to be that successful after a close
inspection, I'm currently re-doing that one with different parameters
(much smaller snapping threshold).

As soon as VMap0 looks reasonable (maybe in a week or three, who
knows), I'll start merging CORINE and all the hand-carved landcover -
at least those datasets I can get my hands on 

Cheers,
Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-19 Thread Martin Spott
Curtis Olson wrote:
 On Tue, Jan 17, 2012 at 11:49 AM, Martin Spott martin.sp...@mgras.netwrote:
 
 1.) As far as I can tell there's still no reliable solution for
 creating proper, smooth seams between a newly built terrain tile and
 the adjacent, old tiles.
 The fgfs-construct honours two flags --no-write-shared-edges and
 --use-own-shared-edges which were meant to serve as a solution when
 the Shared directory of the previous full terrain build is available,
 but the underlying mechanics don't work in every case.  Sometimes the
 success seems to depend on how flat the terrain is, sometimes the
 result looks just random.

 
 The original code saved a directory tree of all the shared edges between
 tiles.  The tile that is built first is the one that gets to define the
 points along the shared edge and all subsequent tiles must use those.

Yup, using this Shared directory is still state-of-the-art. Anyhow,
this machinery works only in the limited case where just one or two
edges have to get seamed together - the western and the southern edge
of the new tile.  It doesn't work for the eastern and the northern edge
because the traditional fgfs-construct was designed to create these
edges from scratch with the new tile.

 The original intent was for fgfs-construct to be called once per tile
 [...]

Sure, for a World Scenery build I'd get back to distributing the
terrain compilation over different nodes (the old hypersphere was
able to construct worldwide terrain in approx. 30 hours on four CPU
sockets).  Anyhow, from a technical point of view, having a tool which
is capable of creating the world terrain in a single process without
memory leaks and without segfaults would be preferred  ;-)

 We all like bug free code, but logically correct code can get thrown for a
 loop when you give it arbitrary limited precision numeric/floating point
 data.

Hey, that's why I'm wasting my (and other people's) time for providing
topologically and numerically clean data.

Cheers,
Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-19 Thread Martin Spott
Hi Jason,

Jason Cox wrote:
 On Tue, 2012-01-17 at 17:49 +, Martin Spott wrote:

 Supplying the flags --xdist=19 --ydist=18 (around a center at
 --lon=9.875 --lat=49.375, but there's no difference with --lon=10
 --lat=49) seem to work nicely (test is still running, but looks good
 so far), but just swapping the numbers for xdist and ydist or selecting
 any bigger number for either of them results in fgfs-construct
 pretending to having finished successfully, but writing not more than
 approx. 30 MByte of terrain tiles to the disk.

 this sounds like the memory leak that I reported a few months ago that
 no one else could see.
 If you watch the memory use during the build I suspect that as each tile
 is processed it memory allocation will remain thus by the time you get
 to the end there is no more memory and the process fails.

I'm not certain if we're  looking at the same issue. The case I'm
describing above typically runs for less than 6 minutes ! and barely
consumes any memory.  Even the large single job which ended this
evening, creating 3 GByte of terrain in more than two days !! didn't
run out of memory, no oom killer was stepping in.  It just ran into a
segfault, which, as you certainly know, is a pretty common case.

Cheers,
Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-19 Thread Curtis Olson
On Thu, Jan 19, 2012 at 4:01 PM, Martin Spott martin.sp...@mgras.netwrote:

 Yup, using this Shared directory is still state-of-the-art. Anyhow,
 this machinery works only in the limited case where just one or two
 edges have to get seamed together - the western and the southern edge
 of the new tile.  It doesn't work for the eastern and the northern edge
 because the traditional fgfs-construct was designed to create these
 edges from scratch with the new tile.


My recollection is that the original fgfs-construct created any shared
edges that weren't already created.  So if  free standing tile was created
before any of its neighbors, all the shared edges (and corners) should be
created: N, S, E, and W.

If that's not the case, then perhaps I'm misunderstanding your comments, or
something got changed in the code along the way.

Note that if you march along creating tiles in regular strips, then after
you've completely one row, and after you've completed the first tile of the
next row, then each new tile would create just two new edges (so perhaps
that is what you are seeing?)

Regards,

Curt.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-19 Thread Martin Spott
Martin Spott wrote:

 Topologically cleaned CLC2000v15 is now available on the FlightGear
 MapServer web map and if you download Shapefiles, you'll get them from
 the revised dataset.  Please let me know if you encounter technical
 mistakes in this data !

CLC2006v15 likewise,

Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-19 Thread Martin Spott
Curtis Olson wrote:

 My recollection is that the original fgfs-construct created any shared
 edges that weren't already created.  So if  free standing tile was created
 before any of its neighbors, all the shared edges (and corners) should be
 created: N, S, E, and W.
 
 If that's not the case, then perhaps I'm misunderstanding your comments, or
 something got changed in the code along the way.
 
 Note that if you march along creating tiles in regular strips, then after
 you've completely one row, and after you've completed the first tile of the
 next row, then each new tile would create just two new edges (so perhaps
 that is what you are seeing?)

A agree with all of the above.  Creating all four edges for a stand-
alone tile sounds reasonable and creating just N/E when S/W are
available isn't that bad either.  Anyhow, as far as I understand,
fgfs-construct was made for a workflow where _at_minimum_ two new
edges are being created with a new tile.

It's missing the feature to smoothly align a tile with a surrounding
box of four edges which are given from a previous terrain build. 
Trying to insert a single tile, or a chunk of just a few tiles
connected tiles results in strange artifacts in almost every second
case.

Cheers,
Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-18 Thread Martin Spott
Martin Spott wrote:

 Supplying the flags --xdist=19 --ydist=18 (around a center at
 --lon=9.875 --lat=49.375, but there's no difference with --lon=10
 --lat=49) seem to work nicely (test is still running, but looks good
 so far), [...]

Test is still running and has produced 1.8 GByte of terrain so far.
I felt slightly frustrated when I came across a huge hole in the
terrain while test-flying the result of the above build - until I
realized that Andorra is not covered in CORINE  :-)

Cheers,
Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-17 Thread Martin Spott
James Turner wrote:

 Please let us know what help you need to make it happen, [...]

Just a quick message for a better understanding of where trouble is
still hiding:

1.) As far as I can tell there's still no reliable solution for
creating proper, smooth seams between a newly built terrain tile and
the adjacent, old tiles.
The fgfs-construct honours two flags --no-write-shared-edges and
--use-own-shared-edges which were meant to serve as a solution when
the Shared directory of the previous full terrain build is available,
but the underlying mechanics don't work in every case.  Sometimes the
success seems to depend on how flat the terrain is, sometimes the
result looks just random.

2.) I think I've successfully built CORINE-based terrain on a single
fgfs-construct process up to the size of --xdist=10 --ydist=10,
(which covers an area of 20 degree longitude and latitude).
I think, because I didn't fly the terrain in FG, but on the disk it's
been a chunk of plausible size.  In order to let fgfs-construct
process such a large section on a single run, I've removed the entire
cpu-time and mem-alloc limit section from src/BuildTiles/Main/main.cxx

Surprisingly there seems to be another limit with really large areas. 
Supplying the flags --xdist=19 --ydist=18 (around a center at
--lon=9.875 --lat=49.375, but there's no difference with --lon=10
--lat=49) seem to work nicely (test is still running, but looks good
so far), but just swapping the numbers for xdist and ydist or selecting
any bigger number for either of them results in fgfs-construct
pretending to having finished successfully, but writing not more than
approx. 30 MByte of terrain tiles to the disk.


Until now I haven't done any search for the cause, just writing down
what I found out this afternoon.

Cheers,
Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-17 Thread Curtis Olson
On Tue, Jan 17, 2012 at 11:49 AM, Martin Spott martin.sp...@mgras.netwrote:

 1.) As far as I can tell there's still no reliable solution for
 creating proper, smooth seams between a newly built terrain tile and
 the adjacent, old tiles.
 The fgfs-construct honours two flags --no-write-shared-edges and
 --use-own-shared-edges which were meant to serve as a solution when
 the Shared directory of the previous full terrain build is available,
 but the underlying mechanics don't work in every case.  Sometimes the
 success seems to depend on how flat the terrain is, sometimes the
 result looks just random.


The original code saved a directory tree of all the shared edges between
tiles.  The tile that is built first is the one that gets to define the
points along the shared edge and all subsequent tiles must use those.

The world tiling scheme used tiles that were a preset width referencing
longitude (i.e 1/8th of a degree).  But as you proceed towards the poles,
tiles get skinnier and skinnier.  So at a couple predefined latitudes we
expanded the tile width (in terms of longitude, i.e. 1/4 degree, then 1/2
degree.)  However we never accounted well for the seam between changing
tile widths.  Essentially 1 tile would match up with two adjacent tiles and
there would be cracks.

But other than that unfortunate oversight, any cracks/gaps between tiles
would be a bug.  Or it would mean that the source data changed for one
tile, but not for the adjacent tile.  The right thing to do would be to
(a) remove the affected shared edges and (b) rebuild all the affected tiles.



 2.) I think I've successfully built CORINE-based terrain on a single
 fgfs-construct process up to the size of --xdist=10 --ydist=10,
 (which covers an area of 20 degree longitude and latitude).
 I think, because I didn't fly the terrain in FG, but on the disk it's
 been a chunk of plausible size.  In order to let fgfs-construct
 process such a large section on a single run, I've removed the entire
 cpu-time and mem-alloc limit section from src/BuildTiles/Main/main.cxx

 Surprisingly there seems to be another limit with really large areas.
 Supplying the flags --xdist=19 --ydist=18 (around a center at
 --lon=9.875 --lat=49.375, but there's no difference with --lon=10
 --lat=49) seem to work nicely (test is still running, but looks good
 so far), but just swapping the numbers for xdist and ydist or selecting
 any bigger number for either of them results in fgfs-construct
 pretending to having finished successfully, but writing not more than
 approx. 30 MByte of terrain tiles to the disk.


It's possible that I included a sanity check for size -- the mem/cpu
limit is there because the construction process could hang in an infinite
loop for some tile if the source data did not play nice, rather than have a
build node hang up infinitely, I wanted to log a failure so I could (a) go
back and investigate the specifics of the failure and (b) the build node
could leave the problem tile and continue to build other tiles and not be
taken out of the game.

The original intent was for fgfs-construct to be called once per tile with
a distributed network of build nodes and a master server passing out work
to any node that became free.  Having fgfs-construct build many tiles
across a range was more of an after-thought added as a convenience for
testing -- it wasn't ever intended to be the primary run mode of
fgfs-construct.

We all like bug free code, but logically correct code can get thrown for a
loop when you give it arbitrary limited precision numeric/floating point
data.

Curt.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-17 Thread Jason Cox
On Tue, 2012-01-17 at 17:49 +, Martin Spott wrote:
 Surprisingly there seems to be another limit with really large areas. 
 Supplying the flags --xdist=19 --ydist=18 (around a center at
 --lon=9.875 --lat=49.375, but there's no difference with --lon=10
 --lat=49) seem to work nicely (test is still running, but looks good
 so far), but just swapping the numbers for xdist and ydist or
 selecting
 any bigger number for either of them results in fgfs-construct
 pretending to having finished successfully, but writing not more than
 approx. 30 MByte of terrain tiles to the disk.
 
 

Martin,
this sounds like the memory leak that I reported a few months ago that
no one else could see.
If you watch the memory use during the build I suspect that as each tile
is processed it memory allocation will remain thus by the time you get
to the end there is no more memory and the process fails.


Jason Cox


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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-15 Thread Martin Spott
James Turner wrote:

 Of course, this will be fantastic. Please let us know what help you
 need to make it happen, and thanks for all your long, hidden efforts
 on this.

Topologically cleaned CLC2000v15 is now available on the FlightGear
MapServer web map and if you download Shapefiles, you'll get them from
the revised dataset.  Please let me know if you encounter technical
mistakes in this data !

Next I'll build TerraGear using the latest modifications in the main
repository and check wether I'm able to create a crash-free terrain for
Europe.  I'll keep you posted about the result.

Cheers,
Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-15 Thread Martin Spott
Gijs de Rooy wrote:

 If not, would you mind if I copyedited some of your mail?

Please feel free to do everything what you think makes sense. I'm
having a (programming) deadline to meet until end of the week,
therefore I'm probably not going to do anything which doesn't fit into
chunks of 5 minutes (which is my typical FG schedule anyway  ;-)

Cheers,
Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-14 Thread James Turner

On 13 Jan 2012, at 17:46, Martin Spott wrote:

 Finally 3.) As soon as the various tools are working in a predictable
 manner, I'm planning to revive the central idea, the driving motivation
 behind all the effort, which is to build an infrastructure for
 re-compiling the respective terrain tiles on a regular, maybe daily
 schedule after the land cover has been updated in a certain region.
 
 Having a stable and reliable procedure to clean the vector data is one
 of the vital requirements for such an adventure, therefore I'm quite
 excited today 

Of course, this will be fantastic. Please let us know what help you need to 
make it happen, and thanks for all your long, hidden efforts on this.

James


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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-14 Thread Gijs de Rooy

 Martin wrote:
 I'd like to point out that I'm now having what I think should be
 topologically clean CLC2000v15 and VMap0 edition 5.0 datasets.  I'll
 load these into the Landcover-DB as replacements for the current VMap0
 and CLC layers.

That's excellent news indeed! Would you write a short update in the Newsletter?
If not, would you mind if I copyedited some of your mail? This is something 
that
deserves some more attention and respect ;-)

Cheers,
Gijs
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-13 Thread Martin Spott
I'd like to point out that I'm now having what I think should be
topologically clean CLC2000v15 and VMap0 edition 5.0 datasets.  I'll
load these into the Landcover-DB as replacements for the current VMap0
and CLC layers.

Thanks to the great folks at GRASS GIS, most notably Markus M., the
procedure of cleaning large vector datasets like CORINE is now a matter
of just a few days and runs on a machine with far less than 32 GByte of
main menory !!  One year ago, cleaning CORINE took about one and a half
months to complete just one single !  of multiple iterations and you
never knew if somebody would reboot the server while the job was still
running   (which actually happened several times).

Having topologically clean datasets is a very important step for at
least two reasons:
1.) I expect TerraGear's overall stability to increase with
topologically clean vector data.
2.) Merging custom land cover data (like John Holden's great work) into
the Custom Scenery layer (at MapServer) had been failing in some
cases due to topological inconsistencies.  I expect these failures
to disappear with topologically clean vector data.

I'll be providing a clean CLC2006 as well, but because that one's still
incomplete (and work in progress, actually) I think CLC2000 is more
important.

Cheers,
Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2012-01-13 Thread Martin Spott
Martin Spott wrote:

 2.) Merging custom land cover data (like John Holden's great work) into
the Custom Scenery layer (at MapServer) had been failing in some
cases due to topological inconsistencies.  I expect these failures
to disappear with topologically clean vector data.

Finally 3.) As soon as the various tools are working in a predictable
manner, I'm planning to revive the central idea, the driving motivation
behind all the effort, which is to build an infrastructure for
re-compiling the respective terrain tiles on a regular, maybe daily
schedule after the land cover has been updated in a certain region.

Having a stable and reliable procedure to clean the vector data is one
of the vital requirements for such an adventure, therefore I'm quite
excited today 

Cheers,
Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2011-12-21 Thread Martin Spott
Martin Spott wrote:

 I've been using osm2pgsql for years for importing The Planet Dump
 into PostGIS and so far I'm quite satisfied.  After the bare import I'm
 using a custom script to separate the various road types into distinct
 tables/layers, something like:
 
 landcover= SELECT osm_id, access, admin_level, z_order, way_area, 
 wkb_geometry
 landcover- INTO osm_motorway
 landcover- FROM planet_osm_line
 landcover- WHERE highway LIKE 'motorway%'
 landcover- AND ST_GeometryType(wkb_geometry) LIKE 'ST_LineString';
 
 
 That way I don't have to query the entire planet_osm_line if the user
 selects a large scale which doesn't include all the residential roads.
 I'd certainly extend this to SELECT * [...] if required  ;-)

Done - works,

Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2011-12-19 Thread Martin Spott
Hi Peter,

what you're describing sounds familiar.  Ralf and I had been observing
at least two characteristic types of failures:
1.) An airfield hole (or a road) cutting a landcover polygon into two
parts of which the (much) smaller one was left without centroid after
clipping.
2.) A centroid sitting in a very thin edge of a polygon which resulted
from clipping at small angles, in a so-called sliver whereas the
sliver was later removed (cleaned) from the polygon without relocating
the centroid.

For the long-term I'm in favour of doing all this polygon-processing in
GRASS because GRASS takes care of the topological consistency - at
least as long as you don't force it not to do so.  In preparation of a
talk last month I did a few pictures from experiments (in PostGIS and
GRASS) by creating a buffer around all the road lines - my experimental
OSM line feature layer on the MapServer:

  
http://mapserver.flightgear.org/map/?lon=6.5045lat=51.23036zoom=15layers=0BTTFTFF

This turns all the various road lines into one single polygon layer,
ready for clipping against the land cover:

  http://foxtrot.mgras.net/bitmap/FGFS/EDLN-OpenLayers-RoadCover.png

  which I'm then cutting out of the landcover.

  http://foxtrot.mgras.net/bitmap/FGFS/EDLN-OpenLayers-RoadCutout.png

Images had been rendered via MapServer right from the PostGIS DB and
delivered by OpenLayers.  The underlying principle is very simple,
indeed.  Anyhow I'm still impressed that all this really works as
advertized on real data  ;-)

Currently I'm (hopefully) running the last test-cycles for cleaning
polygonal land cover at large scale in GRASS.  Next step will be to
verify wether v.drape yields a result which is suitable for our
needs, thus by filling airport holes (via poly2ogr and some vertex
elevation magic) and roads into the base land cover, just few steps
remain until the stuff could be written into your favourite scenery
format.

Cheers,
Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2011-12-19 Thread Peter Sadrozinski
Hi Martin,

I saw the experimental polygons on the mapserver.  It's good to see
clipping the road against the landclass works so well.  I had played with
v.buffer before, and was going to use it as a baseline to try to retain
texture coordinates in GRASS in the same way I am for ogr-decode /
construct.  So the single road poly would still be used for clipping, but
when triangulating, I would still have individual road polys and column
data for the texture parameters.

Have you tried to triangulate the landclass in GRASS yet?  I was wondering
how well that works compared to triangleJRS.

I ran a full xdist=2, ydist=2 fgfs-construct last night with my original
idea (turns out the time consumed was caused by all the converting of point
data to use clipper - reverting to GPC brings the speed back up to the
original fgfs-construct).  To keep triangleJRS from crashing, I'm issuing
the -X flag (suppress exact arithmetic).  The author says this isn't
recommended, and may cause artifacts, I'll have to inspect it.

http://www.cs.cmu.edu/~quake/triangle.exact.html

I want to finish my fgfs-construct rework before looking into GRASS modules
again, but I was wondering if we have documentation / sourcecode on how the
OSM data was imported / converted to shapefiles on the mapserver.  I was
hoping to add a couple columns from the original XML (number of lanes /
z-order).

On Mon, Dec 19, 2011 at 7:45 AM, Martin Spott martin.sp...@mgras.netwrote:

 Hi Peter,

 what you're describing sounds familiar.  Ralf and I had been observing
 at least two characteristic types of failures:
 1.) An airfield hole (or a road) cutting a landcover polygon into two
 parts of which the (much) smaller one was left without centroid after
 clipping.
 2.) A centroid sitting in a very thin edge of a polygon which resulted
 from clipping at small angles, in a so-called sliver whereas the
 sliver was later removed (cleaned) from the polygon without relocating
 the centroid.

 For the long-term I'm in favour of doing all this polygon-processing in
 GRASS because GRASS takes care of the topological consistency - at
 least as long as you don't force it not to do so.  In preparation of a
 talk last month I did a few pictures from experiments (in PostGIS and
 GRASS) by creating a buffer around all the road lines - my experimental
 OSM line feature layer on the MapServer:


 http://mapserver.flightgear.org/map/?lon=6.5045lat=51.23036zoom=15layers=0BTTFTFF

 This turns all the various road lines into one single polygon layer,
 ready for clipping against the land cover:

  http://foxtrot.mgras.net/bitmap/FGFS/EDLN-OpenLayers-RoadCover.png

   which I'm then cutting out of the landcover.

  http://foxtrot.mgras.net/bitmap/FGFS/EDLN-OpenLayers-RoadCutout.png

 Images had been rendered via MapServer right from the PostGIS DB and
 delivered by OpenLayers.  The underlying principle is very simple,
 indeed.  Anyhow I'm still impressed that all this really works as
 advertized on real data  ;-)

 Currently I'm (hopefully) running the last test-cycles for cleaning
 polygonal land cover at large scale in GRASS.  Next step will be to
 verify wether v.drape yields a result which is suitable for our
 needs, thus by filling airport holes (via poly2ogr and some vertex
 elevation magic) and roads into the base land cover, just few steps
 remain until the stuff could be written into your favourite scenery
 format.

 Cheers,
Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom

2011-12-19 Thread Martin Spott
Hi Peter,

Peter Sadrozinski wrote:

 Have you tried to triangulate the landclass in GRASS yet?  I was wondering
 how well that works compared to triangleJRS.

I have to admit that I never did that myself.
At one of our meetings maybe more than two years ago Ralf presented to
me what later ended up as v.contri GRASS module in terragear-cs. 
It is supposed to be an adaption of exactly the same triangulation as
in fgfs-construct.  He was able to prove successful triangulation of
a slightly complex airfield layout (something like EDDK), thus we may
assume that it's functional at least in general, but I think he never
threw large maps at it.

 http://www.cs.cmu.edu/~quake/triangle.exact.html

  from a certain perspective, this looks like opening yet another
can of worms  ;-)

 I want to finish my fgfs-construct rework before looking into GRASS modules
 again, but I was wondering if we have documentation / sourcecode on how the
 OSM data was imported / converted to shapefiles on the mapserver.

I've been using osm2pgsql for years for importing The Planet Dump
into PostGIS and so far I'm quite satisfied.  After the bare import I'm
using a custom script to separate the various road types into distinct
tables/layers, something like:

landcover= SELECT osm_id, access, admin_level, z_order, way_area, wkb_geometry
landcover- INTO osm_motorway
landcover- FROM planet_osm_line
landcover- WHERE highway LIKE 'motorway%'
landcover- AND ST_GeometryType(wkb_geometry) LIKE 'ST_LineString';


That way I don't have to query the entire planet_osm_line if the user
selects a large scale which doesn't include all the residential roads.
I'd certainly extend this to SELECT * [...] if required  ;-)

Well, and for the Scenery building I'm just using this script - see
the bottom for ${ROAD_TYPE} = OSM:

  
http://mapserver.flightgear.org/git/gitweb.pl?p=terragear-cs;a=blob;f=src/Prep/OGRDecode/process.sh

No Shapefiles at work here.

Cheers,
Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom Scenery branch,

2011-12-18 Thread Peter Sadrozinski
Hi Martin,

I think I see the cause.  It looks like sometimes, when a low priority
landclass is clipped against the already accumulated thin polys like roads
and steams, there could be a section that isn't removed (so only 1 region
is created when there should be 2).   Because the road region is still
added to the triangulation, and crosses the lower priority landclass, the
inside point only works for one of the regions.

I showed a bit how this looks in qgis on the forum. the picture shows that
a 'hole' contour actually separates the two sides of the road.  of course,
calc_points_inside only generates 1 point per non-hole contour, so only 1
resulting regions will have the material attribute.

Cleaning up the polys after clipping, and before triangulation seems to
help, but of course will not be 100% effective.

Pete

On Sat, Dec 17, 2011 at 9:41 PM, Martin Spott martin.sp...@mgras.netwrote:

 Hi Peter,

 Flightgear-commitlogs wrote:

   It doesn't crash, but sometimes, polygons lose their material.
  I think fixing that
   should be easier than the endless massaging of data to keep
 good looking data.

 According to my/our (Ralf's and mine) experience loosing the material
 type was usually caused by the point-in-polygon droppping the centroid
 into the wrong polygon.
 The terragear-cs history contains a 'robust' point-in-polygon routine
 by Ralf Gerlich which might me worth investigating.  But there's a
 price to pay because the mentioned method might drop the centroid into
 areas of the polygon which later are getting eliminated without
 topologically correct handling of the centroid.  To put it into
 different words: If polygon massaging occurs in a topologically safe
 manner, there's a robust point-in-polygon available.

 Cheers,
Martin.
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom Scenery branch,

2011-12-17 Thread Martin Spott
Hi Peter,

Flightgear-commitlogs wrote:

  It doesn't crash, but sometimes, polygons lose their material.  I 
 think fixing that
  should be easier than the endless massaging of data to keep good 
 looking data.

According to my/our (Ralf's and mine) experience loosing the material
type was usually caused by the point-in-polygon droppping the centroid
into the wrong polygon.
The terragear-cs history contains a 'robust' point-in-polygon routine
by Ralf Gerlich which might me worth investigating.  But there's a
price to pay because the mentioned method might drop the centroid into
areas of the polygon which later are getting eliminated without
topologically correct handling of the centroid.  To put it into
different words: If polygon massaging occurs in a topologically safe
manner, there's a robust point-in-polygon available.

Cheers,
Martin.
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