Spherical to Cartesian Matrix for GIS Texture Detail
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Solution Overview
Problem
Geographical information systems face issues with rendering polygonal data on a spherical surface, as existing methods result in stretched and blocky textures when zooming, due to the use of a fixed number of pixels, leading to inefficient use of resources and reduced detail accuracy at varying distances from the viewer.
Innovation Solution
A computer-implemented method that converts spherical coordinates to Cartesian coordinates using a perspective transformation matrix, allowing for a texture image to be rendered with increased detail closer to the viewer and reduced detail farther away, by determining a bounding box and applying a spherical to Cartesian coordinate matrix to overlay the polygonal data onto a three-dimensional model.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If a fixed number of pixels is used to render the texture image, then the rendering process is simple and computationally efficient, but the texture appears stretched and blocky when zooming, reducing detail accuracy
Solution Approach 1:
The patent applies dynamic pixel allocation by adjusting the number of pixels used to render different portions of the texture image based on their distance from the viewing perspective. Closer portions receive more pixels for higher detail accuracy, while distant portions receive fewer pixels. This dynamic approach resolves the contradiction by making the rendering system adaptive rather than static, improving measurement precision without requiring a completely complex fixed-high-resolution system.
Solution Approach 2:
The patent implements local quality enhancement by applying different rendering qualities to different regions of the texture image. Specifically, portions closer to the viewing perspective are rendered with higher pixel density and detail, while distant portions use lower pixel density. This local differentiation resolves the contradiction by concentrating computational resources where they are most needed (in the foreground) rather than uniformly distributing them.
2Measurement precision
If more pixels are allocated to portions closer to the viewing perspective, then detail accuracy is improved for those portions, but the overall computational resources and processing time increase
Solution Approach 1:
The patent reduces processing time by applying local quality differentiation where only the portions of the texture image closer to the viewing perspective are rendered with high pixel density, while distant portions use lower pixel density. This resolves the contradiction by concentrating computational effort locally rather than uniformly across the entire image, improving detail accuracy where needed while minimizing overall processing time.
Solution Approach 2:
The patent applies partial action by rendering only the necessary portions of the texture image with high detail (those closer to the viewing perspective), while using reduced detail for distant portions. This resolves the contradiction by performing sufficient rendering action to meet visual requirements without excessive processing of all image regions, thereby reducing overall processing time while maintaining acceptable detail accuracy.
3Productivity
If uniform pixel distribution is used across the texture image, then the rendering process is straightforward and fast, but pixel wastage occurs in distant portions where less detail is needed
Solution Approach 1:
The patent eliminates pixel wastage by implementing local quality adjustment where the number of pixels allocated to each portion of the texture image is matched to the visual importance of that portion. Portions closer to the viewing perspective receive more pixels, while distant portions receive fewer pixels. This resolves the contradiction by making pixel allocation efficient and adaptive rather than uniformly wasteful, improving rendering efficiency while reducing pixel wastage.
Solution Approach 2:
The patent changes the pixel density parameter dynamically based on the distance from the viewing perspective. Instead of using a fixed uniform pixel distribution, the system adjusts the pixel density parameter to be higher for closer portions and lower for distant portions. This parameter change resolves the contradiction by optimizing pixel usage according to spatial position, improving rendering efficiency and reducing pixel wastage.
Data Source
AI summary
Embodiments render polygonal data in a geographical information systems according to a viewing perspective of a geographical information systems user. The user may define a viewing perspective. A bounding box may be determined that includes the area being viewed in the viewing perspective. A spherical coordinate to Cartesian coordinate matrix may be determined to approximately convert spherical coordinates of the polygonal data to Cartesian coordinates to be rendered by a graphics processor. The graphics processor may then render the polygonal data and bias detail towards the viewing perspective of the user.


