Terrain mesh introduction: Difference between revisions

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[[Category:Terrain_Design]]
[[Category:Scenery_Design]]
[[Category:Glossary]]
{{Infobox-Applicable-FSVersion
| MSFS2024 = unknown
| MSFS2020 = true
| FSXI = true
| P3D5 = true
| P3D4 = true
| P3D3 = true
| P3D2 = true
| P3D = true
| FSW = true
| FSXSE = true
| FSXA = true
| FSX = true
| FS2004 = true
| FS2002 = true
| XP11 = true
| XP10 = true
| XP9 = true
}}
The real-life world is not flat,
<br>
it comprises mountains, valleys, rolling plains, etc.
<br>
i.e. '''topographical features'''.
These bumps, dips, and flat areas,
<br>
all need to be translated into a surface understood by the simulator.
<br>
i.e. A '''D'''igital '''E'''levation '''M'''odel, ('''DEM''').
==Definition==
==Definition==
Terrain Mesh is the name given to the computer model of the surface of the earth.
=== What Terrain Mesh IS ===
 
'''Terrain Mesh''' is the name given to the '''D'''igital '''E'''levation '''M'''odel, ('''DEM'''), that represents these topographical features.
<br>
i.e.  
<br>
<br>
The surface over which the user flies when in the simulator, and the surface onto which the users lands (or crashes!)
The '''surface''' of the earth over which the user flies in the simulator, (or crashes into !).


* Available in two main types -
=== What Terrain Mesh IS NOT ===
** DTM (Digital Terrain Model) - The 'bald' earth model. Vegetation, buildings, and other cultural features digitally removed, leaving just the underlying terrain.
** DEM (Digital Elevation Model), aka DSM (Digital Surface Model) - Includes buildings, vegetation, and roads, as well as natural terrain features.


* All scenery objects are placed in relation to the mesh but differ as to whether they are placed with an absolute Z value or simply placed 'on' the terrain. Due to the fact that mesh data can be replaced with alternate data, consideration should be given to whether scenery objects are placed ''relative'' or ''absolute'' on the terrain and steps taken to avoid objcts floating/sinking above/below the mesh.
* The picture overlaid on the ground, (see [[Resample]]).
* The picture overlaid on water, (see [[Resample]]).
* The objects placed on that surface, (see ADD_LINK_HERE).
* The elevation of water bodies, (sea, lakes, rivers, streams), placed on that surface, (see ADD_LINK_HERE).


* Prior to [[FSX]], mesh was "2.5D" or ''quasi'' 3 dimensional (I.e. Latitude X and Longitude Y but with vertical Z values extending upward from an infinite plain at 0). Users couldnt truly fly 'around the globe' but were able to fly continuously ''across'' it- The simulator would continue to load data tiles across the world to give the illusion of flying around the earth.


* With the release of FSX, a fully three dimensional mesh was introduced meaning that flights at high altitude would show the curvature of the earth and users could zoom out to see the whole globe modelled. This was termed 'round earth' in the marketing material and introduced some issues with scenery design.


==Creation of Mesh==
== Explanation ==


It is not practical for the casual user to ''create'' their own mesh- The majority of mesh creation is, in fact, conversion of existing GIS data into a [[BGL]]
Think of a flat handkerchief with a grid of lines drawn on it, (mesh).
 
 
[[Image:Mesh.jpg|left|180px]]
 
Lay the handkerchief on the surface of a desk.
<br>
All points on the grid have the same elevation, (i.e. they're at the same elevation as the surface of the desk).
<br>
<br>
<br>
<br>
<br>
[[Image:Mesh_3D.jpg|left|180px]]
 
Now lay that handkerchief over a collection of small objects sat on the desk.
<br>
you'll see the grid is distorted into bumps & dips by those objects.
 
 
If you then measured the elevation at each intersection of the grid, (relative to the desk surface),
<br>
you'd have a mesh of elevation data.
 
 
 
 
Convert that data into a digital format,
<br>
and you'll have a '''DEM'''.
 
 
 
== DEM (Digital Elevation Model / Map) ==
 
DEM's are available in two main types -
* D'''T'''M (Digital '''Terrain''' Model) - The '''bald earth''' model. The underlying terrain surface. DTM excludes all elevation data caused by - vegetation, buildings, and other cultural features.
* D'''S'''M (Digital '''Surface''' Model) - The '''canopy''' model. DSM includes elevations caused by buildings, vegetation, and roads, as well as natural terrain features.
 
== Scenery ==
 
All scenery objects are placed relative to the mesh
<br>
but differ as to whether they are placed with an ''absolute'' Z value, (height AMSL),
<br>
or simply placed ''directly on'' or ''relative'' to the terrain, (height AGL).
 
 
Mesh data may be replaced with alternately-sourced mesh data,
<br>
so consideration should be given to whether scenery objects are placed ''absolute'' or ''relative''  to the terrain
<br>
and steps taken to avoid objects floating/sinking above/below the mesh.
 
 
 
== Versions ==
 
=== [http://www.fsdeveloper.com/wiki/index.php?title=Category:FS9_%28FS2004%29 FS2004] === 
In FS2004 and previous versions, mesh was "2.5D" or ''quasi'' 3 dimensional.
<br>
i.e. Latitude Y and Longitude X, but with vertical Z values,
<br>
extending upward from an infinite-plane of zero elevation based on a local origin.
<br>
<br>
Users couldnt truly fly ''around the globe'', nor over ''the poles'', but were able to fly continuously ''across'' it.
<br>
The simulator would continue to load data tiles across the world to give the illusion of flying around the earth.
 
=== [http://www.fsdeveloper.com/wiki/index.php?title=Category:FSX FSX] ===
FSX introduced a three-dimensional ''geoid'', again based on a local origin, (reasonably relative-to-user),
<br>
which then renders curvature of the earth, subsequently displaying a 'relatively-true' horizon.
 
The geoid representation/implementation is supposedly optimized for the simulator's primary-market's population-centres, (with a quad-tree optimzed for 1:1 aspect ratio @ 45* latitude).
 
It is unknown/untested/unpublished just how accurately the FSX geoid addresses various IRL aspects
<br>
e.g. ''equatorial-bulge'', (i.e. the gravitometric anomalies which affect local MSL, and subsequent in-simulation mapped elevations),
<br>
though Chimborazo's summit is modeled in FSX at 6,016.4 m, very-reasonably near to it's genuine elevation of  6,268.2 m, versus it's AMSL elevation of 4,123 m).
<br>
<br>
Users can zoom out to see the whole globe modelled.
<br>
This was termed 'round earth' in the marketing material and introduced some issues with scenery design.
 
== Mesh Creation ==
 
It is not practical for the casual user to ''create'' their own mesh - The major proportion of mesh creation is, in fact, direct conversion of existing GIS data into a [[BGL]]


Conversion of mesh uses the [[resample]] tool which converts a number of common DTM formats into a Flightsim [[BGL]]
Conversion of mesh uses the [[resample]] tool which converts a number of common DTM formats into a Flightsim [[BGL]]


==Other Scenery Elements that Effect Mesh==
* Flatten- These override the mesh in the area covered by the polygon and replace the height values in order to raise or lower the terrain to a defined, known level such as an airfield.
* Water Polygons- Similar to a Flatten but with a water effect and information about slope added.
* Vector Line data (I.e. Roads, Streams etc) These flatten the terrain underneath the line in a number of ways (defined in Terrain.cfg) including removing slope accross the line (i.e. a road), raising the terrain under the line by a set amount (I.e. Railway) or lowering it by a set amount (I.e. Stream)


[[Category:Scenery_design]]
 
[[Category:Glossary]]
== Other scenery elements which affect mesh ==
 
* Flatten, (aka Airport Boundaries) - These override the mesh in the area covered by the polygon. They replace the height values in order to raise or lower the terrain to a defined, known level such as an airfield, ().
* Water Polygons - Similar to a Flatten but with a water effect and information about slope added.
* Vector Line data (i.e. Roads, Streams, etc.) These flatten the terrain underneath the line in a number of ways, (as defined in the terrain.cfg), including
** Removing slope across the line, (i.e. Roads).
** Raising the terrain under the line by a set amount (i.e. Railway).
** Lowering it by a set amount (i.e. Streams).
 
 
 
== Related ==
 
[http://stevemg.net/fst/overview.shtml Steve Greenwood's Mesh Overview]
 
[http://www.microsoft.com/Products/Games/FSInsider/developers/Pages/GlobalTerrain.aspx FSX Global Terrain by Adam Szofran]

Latest revision as of 12:22, 25 May 2024

The real-life world is not flat,
it comprises mountains, valleys, rolling plains, etc.
i.e. topographical features.


These bumps, dips, and flat areas,
all need to be translated into a surface understood by the simulator.
i.e. A Digital Elevation Model, (DEM).

Definition

What Terrain Mesh IS

Terrain Mesh is the name given to the Digital Elevation Model, (DEM), that represents these topographical features.
i.e.
The surface of the earth over which the user flies in the simulator, (or crashes into !).

What Terrain Mesh IS NOT

  • The picture overlaid on the ground, (see Resample).
  • The picture overlaid on water, (see Resample).
  • The objects placed on that surface, (see ADD_LINK_HERE).
  • The elevation of water bodies, (sea, lakes, rivers, streams), placed on that surface, (see ADD_LINK_HERE).


Explanation

Think of a flat handkerchief with a grid of lines drawn on it, (mesh).


Lay the handkerchief on the surface of a desk.
All points on the grid have the same elevation, (i.e. they're at the same elevation as the surface of the desk).




Now lay that handkerchief over a collection of small objects sat on the desk.
you'll see the grid is distorted into bumps & dips by those objects.


If you then measured the elevation at each intersection of the grid, (relative to the desk surface),
you'd have a mesh of elevation data.



Convert that data into a digital format,
and you'll have a DEM.


DEM (Digital Elevation Model / Map)

DEM's are available in two main types -

  • DTM (Digital Terrain Model) - The bald earth model. The underlying terrain surface. DTM excludes all elevation data caused by - vegetation, buildings, and other cultural features.
  • DSM (Digital Surface Model) - The canopy model. DSM includes elevations caused by buildings, vegetation, and roads, as well as natural terrain features.

Scenery

All scenery objects are placed relative to the mesh
but differ as to whether they are placed with an absolute Z value, (height AMSL),
or simply placed directly on or relative to the terrain, (height AGL).


Mesh data may be replaced with alternately-sourced mesh data,
so consideration should be given to whether scenery objects are placed absolute or relative to the terrain
and steps taken to avoid objects floating/sinking above/below the mesh.


Versions

FS2004

In FS2004 and previous versions, mesh was "2.5D" or quasi 3 dimensional.
i.e. Latitude Y and Longitude X, but with vertical Z values,
extending upward from an infinite-plane of zero elevation based on a local origin.

Users couldnt truly fly around the globe, nor over the poles, but were able to fly continuously across it.
The simulator would continue to load data tiles across the world to give the illusion of flying around the earth.

FSX

FSX introduced a three-dimensional geoid, again based on a local origin, (reasonably relative-to-user),
which then renders curvature of the earth, subsequently displaying a 'relatively-true' horizon.

The geoid representation/implementation is supposedly optimized for the simulator's primary-market's population-centres, (with a quad-tree optimzed for 1:1 aspect ratio @ 45* latitude).

It is unknown/untested/unpublished just how accurately the FSX geoid addresses various IRL aspects
e.g. equatorial-bulge, (i.e. the gravitometric anomalies which affect local MSL, and subsequent in-simulation mapped elevations),
though Chimborazo's summit is modeled in FSX at 6,016.4 m, very-reasonably near to it's genuine elevation of 6,268.2 m, versus it's AMSL elevation of 4,123 m).

Users can zoom out to see the whole globe modelled.
This was termed 'round earth' in the marketing material and introduced some issues with scenery design.

Mesh Creation

It is not practical for the casual user to create their own mesh - The major proportion of mesh creation is, in fact, direct conversion of existing GIS data into a BGL

Conversion of mesh uses the resample tool which converts a number of common DTM formats into a Flightsim BGL


Other scenery elements which affect mesh

  • Flatten, (aka Airport Boundaries) - These override the mesh in the area covered by the polygon. They replace the height values in order to raise or lower the terrain to a defined, known level such as an airfield, ().
  • Water Polygons - Similar to a Flatten but with a water effect and information about slope added.
  • Vector Line data (i.e. Roads, Streams, etc.) These flatten the terrain underneath the line in a number of ways, (as defined in the terrain.cfg), including
    • Removing slope across the line, (i.e. Roads).
    • Raising the terrain under the line by a set amount (i.e. Railway).
    • Lowering it by a set amount (i.e. Streams).


Related

Steve Greenwood's Mesh Overview

FSX Global Terrain by Adam Szofran