Advanced Terrain Modeling (CTS)

Next Session: Aug 18 - 21, 2008.
Presagis USA - California Training Facility, San Jose, California.  
Session duration: 4 days.

Main Objective

This course offers a complete methodology for the development of efficient real-time databases that work the first time.

Short lecture sessions and plenty of hands-on time provide you with useful contexts, tips, and tricks that are invaluable in the workplace.  All aspects of the course are designed to translate theory into practice.

Instructors for this class are active members of our technical training or consulting teams. Our instructors use our products daily for internal and external applications and offer front line support for our customers.  As a result, our instructors are able to pass on in the classroom the latest in tricks of the trade.

The Advanced Terrain Modeling class is based on our Creator Terrain Studio (CTS) products, with additional references to Creator Pro and Vega Prime.

Pre-requisites

This course assumes a reasonable level of practical real-time modeling experience using Creator Pro or other modeling environments.  If students have not had experience with these products or with real-time modeling, it is strongly recommended that they first take one of our Open Enrollment classes in Creator before taking this class.

Format

Interactive lecture and hands-on exercises using Creator Terrain Studio with supportive Excel spreadsheets on Windows 2000 workstations. The course emphasizes hands-on experience.

Topics Covered

In the first hour, students will discuss key database and simulation design issues that drive the production of a real-time database, from evaluating IG (runtime) limitations to modeling tricks that will squeeze performance from students' feature model and terrain designs.

Introduction

  • The importance of focusing on data, not polygons


Database Planning and Model Design for Optimal Results

  • Pixel Depth, Latency, and Texture Memory strategies
  • Designing for efficiency
  • Pixel Range Distance Computations
  • Level Of Detail Strategies
  • Texture Optimization and UseAdvanced Modeling Practices for performance

 
 
Virtual Texture Generation

  • Important CTS concepts
  • Convert and collect image data into datasets
  • Map projections and images
  • Coverages and coordinate systems for imagery
  • Coordinate conversions through datasets
  • Clipmaps, Virtual textures, and MIPmaps
  • High resolution insets
  • Using wizards to create processes, datasets and the workflow
  • Using Statemaps to control image generation
  • Replacement textures and virtual textures



Model Planning and Control

  • Database model performance
  • Designing for LOD efficiency
  • Switching distance computations for large and small features
  • Model optimizations to reduce runtime problems
  • Texture resolution computations
  • Halo reduction

   
Generating Terrain Skins

 

  • Convert and import terrain data into datasets
  • Using wizards to create processes, datasets, and the workflow
  • Controlling terrain processes for optimal results
  • Coverages and coordinate systems for terrain
  • Dataset controls and coordinate conversions
  • Internal 'spreadsheet' computations
  • Culling, LOD, and T-strip or mesh efficiency
  • Terrain tile localization
  • Terrain Triangulation Strategies (Polymesh, Irregular Polymesh)
  • Structure strategies and tiling schemes

 
 
Culture Projection

  • Shape files vs. DFD vector data
  • Vector data conversions
  • Culture processes and workflow
  • Culture datasets, coordinate systems and structures
  • Statemaps and culture
  • Post-projection correlation and layering
  • Model Library and library substitution
  • Style File strategy and editing
  • Multiple culture projections for complex data
  • Culture with and without terrain

 
Database Publishing

  • Metafile creation