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Hey Guys,
I've got a bit of a challenging situation with water mapping and I think it could affect other projects as well...
I hope it's okay to post the ideas here as well as I'm really looking for feedback on the best way to solve water issues with FSX...
In developing wide area photoscenery for FSX we are coming up against a problem that really wasn't a concern in the days of FS2004/2.
The issue at hand is water mapping data. Years ago FS used to just use a solid 0,0,0 RGB value in an image to define where water was located. No problem, paste in black water and the default FS2004/2 water shows through.
In FSX it's a different story because FSX uses alpha channels in the source imagery where black = the water movement effects and white = land. Thereby overlaying water effects but allowing imagery underneath to show through, which would be great if all water variables in the real world stayed constant.
In other words, imagery that was taken of the ground in 2007 will see very big differences in water levels at dams, streams and rivers etc than water mapping data that may have been obtained in say 2009. With tidal bulge, evaporation, droughts, floods etc these water variables create problems for water mapping on a massive scale.
So I wanted to bring this dilemma to the table with the FSX community and solicit feedback on the most effective solution to this particular water mapping problem issue for massive scale rendering. Below is a screenshot of our alpha stage work and the arrows point to some of the types of anomalies likely to be experienced with just the water effect placed over the imagery...
Now, here's the thing. We have a few choices:
My personal thoughts are that Option 1 is great for the start and get the imagery rolling and out the door. Option 2 can follow shortly after. Option 3 would likely be available to start rolling out 1 year from now.
We do have plans to eventually run image analysis tools over these datasets in future but they are very expensive right now and require massive amounts of computer power which would only really be available through cloud computing.
So what do you guys think?
[edit:]
I'll start the discussion by mentioning a couple more things...
The USGS data that is being used by others is terribly inaccurate and doesn't include data such as these type of evaporation ponds...
The other remaining photosceneries that have high accuracy water are limited to small areas where they've been able to manually paint in the water masks to be super accurate, which is something not feasible on USA wide photoscenery...
So with those things in mind, that this water dataset contains a huge amount of data compared to anything else currently available worldwide, what are your thoughts about water coverage, accuracy and anomalies... Given that the main alternative out these doesn't even come close to this level of water mapping detail...
Basically what would you find as an acceptable approach to this problem?
Note: another option would be to have a shader expert tweak the FSX shaders to make the blue tinted water wave effects more like clear water...
I've got a bit of a challenging situation with water mapping and I think it could affect other projects as well...
I hope it's okay to post the ideas here as well as I'm really looking for feedback on the best way to solve water issues with FSX...
In developing wide area photoscenery for FSX we are coming up against a problem that really wasn't a concern in the days of FS2004/2.
The issue at hand is water mapping data. Years ago FS used to just use a solid 0,0,0 RGB value in an image to define where water was located. No problem, paste in black water and the default FS2004/2 water shows through.
In FSX it's a different story because FSX uses alpha channels in the source imagery where black = the water movement effects and white = land. Thereby overlaying water effects but allowing imagery underneath to show through, which would be great if all water variables in the real world stayed constant.
In other words, imagery that was taken of the ground in 2007 will see very big differences in water levels at dams, streams and rivers etc than water mapping data that may have been obtained in say 2009. With tidal bulge, evaporation, droughts, floods etc these water variables create problems for water mapping on a massive scale.
So I wanted to bring this dilemma to the table with the FSX community and solicit feedback on the most effective solution to this particular water mapping problem issue for massive scale rendering. Below is a screenshot of our alpha stage work and the arrows point to some of the types of anomalies likely to be experienced with just the water effect placed over the imagery...
Now, here's the thing. We have a few choices:
- [li]We can publish with these anomalies and risk the ire of the FS perfectionists who expect more than what is technologically possible today[/li][li]We can paint the terrain a uniform deep blue color which will lose the subtle variances contained within the aerial image based water but will still give an effect similar to the water in X-Plane and will make the water more of a unique feature[/li][li]We can do both 1 & 2 above and allow users to choose which they prefer[/li][li]Long Term we may be able to punch out the water from the terrain and allow FSX default water class polygons to show through that we'd develop specifically to match our photoscenery, but this option would take an extraordinarily long time to implement, yet would be the final option we could give users in future[/li]
My personal thoughts are that Option 1 is great for the start and get the imagery rolling and out the door. Option 2 can follow shortly after. Option 3 would likely be available to start rolling out 1 year from now.
We do have plans to eventually run image analysis tools over these datasets in future but they are very expensive right now and require massive amounts of computer power which would only really be available through cloud computing.
So what do you guys think?
[edit:]
I'll start the discussion by mentioning a couple more things...
The USGS data that is being used by others is terribly inaccurate and doesn't include data such as these type of evaporation ponds...
The other remaining photosceneries that have high accuracy water are limited to small areas where they've been able to manually paint in the water masks to be super accurate, which is something not feasible on USA wide photoscenery...
So with those things in mind, that this water dataset contains a huge amount of data compared to anything else currently available worldwide, what are your thoughts about water coverage, accuracy and anomalies... Given that the main alternative out these doesn't even come close to this level of water mapping detail...
Basically what would you find as an acceptable approach to this problem?
Note: another option would be to have a shader expert tweak the FSX shaders to make the blue tinted water wave effects more like clear water...
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