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Further information
Visualisation Tools
Introduction
Visualisation provides additional insights to results which would otherwise
be displayed as text or numbers (Loh et al, 1992). It
is a form of communication which is universal, and which has the ability to
form an abstraction of the real world into a graphical representation which is
comprehensible to a wide range of people. Increasingly, computer visualisation
is used to communicate the implication of natural and management changes in
biological systems in national parks and forests (Orland,
1995).
Necessity of visualisation
Since it would be difficult to obtain actual 'before' and 'after'
construction photographs using complementary approach to investigate observer
response to the impact of man-made structures on landscape quality, some
technique of simulating such environments is clearly desirable. Killeen and Buhyoff (1983) stated that "from an
experimental standpoint ... it would be desirable to be able to selectively
manipulate a certain characteristic of a scene while holding all other
constant".
Simulation tools
Literature reviews by Zube et al (1987) and
Sheppard (1989) described a wide range of simulation
techniques which are readily accessible to environmental designers to explore
and communicate design ideas, and to present the potential effects of the
project on its surrounding landscape.
Traditional tools for visual communication of resource issues have included
simple graphic devices such as maps, line charts, sketches, photographs, and
renderings. The new tools include coloured computer maps, 3-D models,
animations, and interactive virtual reality environments used to explore design
ideas (Imaging Systems Laboratory, 1995). Photomontage
techniques use a combination of photographs, renderings and artistic license.
Kennie and McLaren (1988) define photomontage as "a
physical or image composite of photographs of the existing landscape with a
registered computer generated image of the proposed design object(s)".
Computer graphics is incapable of substantiating all the details
recognisable in the immediate surroundings. The visual simulation program must
therefore be considered as a support system to help a designer to outline the
basic features of the environment (Pukkala and Kellomaki,
1988), it will never be able to represent the landscape as it is in
reality. The closest images will be produced by reproductions of the phenomena
based on the laws of physics (Kennie and McLaren, 1988).
However, as Brabyn (1996) points out, the landscape
people percieve cannot possibly contain all the information that exists in
reality. The landscape they see is a generalisation of reality, and an
impression from a distance can give an indication of this generalisation.
Dynamic simulation
Zube et al (1987) classified computer simulations
as static or dynamic simulations. As the name implies, dynamic simulations
using computer animations and video techniques, illustrate the proposed
development from the point of view of a moving observer. On the other hand,
static simulations illustrate the proposed development as viewed by a
stationary observer.
Dynamic simulations have the notable advantage over static simulations, in
that the observer can move freely and is not restricted to predetermined
viewpoints. However, they require fairly advanced and sophisticated computing
equipment. Static simulations have the advantage that they can be realistically
illustrated to near photograph quality and are far less expensive and labour
intensive to produce than dynamic simulations. However, dynamic simulations are
rapidly becoming feasible, with systems such as those desribed in the later
section on dynamic simulation of landscapes.
Visualisation and Geographic Information Systems
GIS-based visualisation goes beyond the simple ability to discuss
anticipated outcomes via traditional graphic tools. It offers the opportunity
to visualise relationships across time and space, and to explore more
comprehensive ranges of possibility (Orland, 1994). More
flexible visualisation methods would enable users to select their own
viewpoints and be free of weather, seasonal and other restrictions. Currently
the emphasis for providing that flexibility is on GIS. However, GIS-driven
image creation does not currently provide a means of integrating detailed,
small-scale visualisation with large-scale regional views. The coarse grain of
data sources such as digital elevation models and remote sensed imagery make
GIS most appropriate for large-scale, synoptic, views of resource issues
(Orland, 1995). It is as yet not so useful for small scale,
detailed visualisations.
Currently, visualisation in GIS systems is generally limited to
two-dimensional viewing either of individual GIS layers or of the results of
GIS analyses. Pseudocolour representations of data variables are often used to
identify different regions within a raster GIS whereas line styles, widths,
colour and symbolisation are used for data representation for vector GIS. True
colour combinations of multiple raster GIS layers can also be accomplished for
viewing the spatial relationships between the layers (Faust,
1995).
Several GIS systems currently have the capability of creating
three-dimensional perspective images by using elevation data for geographic
areas overlaid with a GIS variables such as land cover or land use. In most
cases this imagery is simply used for show, and there is little or no
analytical work that can be accomplished with the perspective image.
Measurements of size and shape are not valid in a perspective image without
significant ancillary information being present along with the perspective
image. In addition, these perspective images are generally well received as
showing the relationships of the GIS data to the natural terrain; these factors
have limited the usefulness of the perspective images to 'show and tell' type
applications (Faust, 1995).
Bishop and Hull (1991) have the following to say about
GIS and visualisation in the future:
"It is an attractive thought that, at some future time, we
will have sufficient accumulated research to assess probable changes in visual
resources entirely from a GIS without further recourse to psychophysics or
video-imaging. This point is unlikely to occur, however, because even if the
process of modelling from mapped /mappable information is shown to be valid and
reliable, the landscape experience is dependent upon purposes and values and
therefore varies from place-to-place and time-to-time. Recalibration of such
models will therefore always be required."
Criteria for good simulations
Sheppard (1989) proposed five criteria to achieve good
simulations: representativeness, accuracy, visual clarity, interest and
legitimacy. Representativeness was taken to mean that the simulation should
represent key viewpoints of the project. Accuracy was taken to mean the
similarity between the simulated image and project after construction. Visual
clarity was taken to mean that details, parts and overall contents have to be
clearly recognisable. Interest was taken to mean that the simulation should
hold the attention of the viewer. Legitimacy was taken to mean that a
simulation must be defensible in that it could be shown how it was produced and
to what degree it is accurate.
Within the last few yeas, computers have been widely used by environmental
designers to produce photo-realistic simulations of physical alterations to
existing landscapes. Computer simulation techniques have amply been shown to
achieve the criteria suggested by Sheppard (1989). There are
a number of good reasons for its popularity. The costs of computer software and
hardware are affordable. Most importantly, the technology has reached the stage
where contextual realism is not difficult to achieve.
Simulations can be altered or amended easily. This flexibility offers the
attractive opportunity of considering alternative designs or of viewing the
design from different vantage viewpoints at a press of a button - which is an
obvious advantage in Viewpoint Analysis. Computer simulation techniques are now
commonly used as a medium for the presentation of design ideas and in
assessment of visual impact (VIA) based on Viewpoint Analysis.
Simulation Techniques
Static simualtion techniques
Oh (1991) classified computer simulation methods commonly
used in practice into four types:
- wire-frame;
- surface model;
- combinations of surface model with scanned photographic images;
- image processing.
Wire-Frame
Wire-frame (W-F) is the lowest of 3-dimensional modelling, the W-F model is
composed solely of 3-D points connected by segments. W-F models cannot
represent surface and volumetric properties and are often spatially ambiguous.
To enhance the image, removal of hidden lines is often used.
Surface Model
Surface model (S-M) is an advanced form of 3-D modelling from the W-F, the
S-M recognises not only vertices and edges but also closed polygonal surfaces
of 3-D objects and allows properties of such faces to be specified. The image
can be much more informative than W-F model by applying hidden surface removal,
surface colour and texture, shading, shadow casting and even ray tracing.
Combination of surface models and photographic images
Combination of surface model images with scanned photographic images
(COMB). One reason why traditional computer-aided design (CAD) images have been
recognised as being artificial and machine generated is the omission of the
textural background (Greenberg, 1984). As a solution to this
problem, the COMB method employs scanned photographic images of the existing
landscape as the contextual background. For example, proposed objects
(e.g. buildings, structures, etc.) that were simulated by the S-M method
are superimposed onto the scanned photographs of the existing landscape where
the proposed features do not exist. However, this method differs from the image
processing (I-P) method in that it does not involve any 'touch-ups' other than
scaling and superimposing them into the scanned backgrounds.
Image Processing
Image processing (I-P) method uses scanned photographic images of the
existing landscapes as a basis for simulations and allows manipulation of those
images using on-screen imaging tools. It can borrow realistic textures,
colours, shades, etc., from various scanned images and superimpose them onto
the simulated images to add more realism.
In recent years, advancements made in computer simulation technology
including hardware and software have made it possible for proposed developments
or modifications on landscapes to be illustrated with a very high degree of
accuracy and realism. It is a tool which is now widely used in the presentation
of visual impacts. The simulation techniques facilitate the control of
variation in the visual stimuli, and to study and develop predictive models
for, using psychophysics, the visual impact of particular landscape
modifications on observers.
Methodological Issues
The use of the real environment can often be logistically difficult and
impractical, especially if the studies involve a wide range of landscapes and
large groups of observers. The obvious problems include the transportation of
numerous observers, changing weather conditions, the difficulty for observer to
make valid comparisons between one site and another. To overcome these problems
many studies have used photographic simulations. Photographic simulation is
essential in this research both as a medium for illustrating changes to
landscapes (before and after the introduction of man-made structures), and a
medium of presentation for eliciting peoples' reactions to these changes.
Dynamic Simulation Techniques and Rendering
Present uses of technology
It is possible to simulate landscapes as they might look as a result of
environmental impacts such as building or forestry developments, or to test
environmental models (Fisher et al, 1993). Terrain modelling
is possible in a range of different guises from the simple vector (or
wire-frame) surfaces displayed as rectangular or triangular matrices, to
sophisticated colour perspectives generated from complex hidden-line and
hill-shading algorithms (Moore, 1990).
Commercially available, generic toolkits, such as PV Wave, AVS and
Explorer, can be used for the production of visual displays of different types
of data. This generation of dedicated graphics software epitomise the
visualisation revolution in computer graphics (Fisher et al,
1993), however, they require powerful hardware, such as Sun or Silicon
Graphics workstations. Less powerful PCs and Apple Macintoshes have an
increasing potential for visual display and can be used as effectively in
developing new visualisation strategies.
Combinations of modelling software and rendering software (such as MultiGen
and Iris Performer for the Silicon Graphics platform) can produce
three-dimensional landscapes which may be walked or flown through in real-time.
With the addition of virtual reality visioning equipment (such as goggles or
helmets) these systems can produce a high degree of realism. Examples of models
created using MultiGen may be seen in Task Four.
The potential for viewing three-dimensional landscapes has increased
enormously in recent years with the growth of the World Wide Web and the
ability to view models written in virtual reality modelling language (VRML) on
many computer systems.
Degree of realism of visual displays
Degree of realism is dependent on several factors including nature of the
application, the objective of the visualisation, the capabilities of the
visualisation, capabilities of available software/hardware package and the
amount of detail required and/or available (Kennie and McLaren,
1988).
The majority of computer graphics techniques have been developed to address
the visualisation of objects that have their geometry defined using a mesh of
planar surfaces such as triangles. This can lead to jagged edges on curves,
this is often solved using anti-aliasing techniques (Kennie and McLaren, 1988).
The anti-aliasing for montage methods should be different from other usual ones
because the background scene includes pixels which change pixel by pixel, and
image overlay operation is performed several times (Nakamae et
al, 1986). The aliasing problem also occurs when foregrounds are
superimposed onto the computer-generated images.
Special problems are posed by the realistic rendering of landscape because
of the amount of detail required. Fractal methods have been proposed to allow
database amplification, which is the generation of controlled random detail
from a fairly sparse description. An alternative approach is to use texture
mapping methods on a few simple primitives. The texturing is defined
procedurally, which may be expanded without loss of high frequency detail, or
shrunk without the occurrence of aliasing artefacts (Miller,
1986). Fractal subdivision methods are slow and generate defects due to
what is known as the 'creasing problem'. The texture map methods, on the other
hand, display visible discontinuities in texture gradient where two surfaces
intersect.
Relation of detail to distance - variable object representation
An accurate representation of each detail in the scenery is not possible
and also not necessary (Gross, 1991). Using only satellite
data, observer positions close to the ground or narrow fields of views result
in large quadrilaterals in the foreground due to perspective foreshortening.
Therefore, resolution should be high towards the foreground or local zone, but
the resolution should decrease towards the background (Graf
et al, 1994). Far away from the observer it is sufficient to present
the scenery at a low level of detail using hierarchical data sets in order to
limit the corresponding data. Photo-realistic rendering is provided with great
success by texture mapping of remote sensing data on the digital terrain model.
This method is useful for great distances from the observer (Gross, 1991).
Atmospheric attenuation
Due to scattering effects by water molecules, dust and pollution, objects
appear to lose their colour and intensity with increasing distance. The
reduction rate of colour and tone depends on the various factors such as
seasons, weather conditions and time. The colour and tone become grey as the
distance becomes large. The hazing affect created due to the atmospheric
moisture content leads objects to undergo exponential decay of contrast with
respect to distance from the viewpoint (Kennie and McLaren,
1988; Nakamae et al, 1986; Graf et al, 1994).
The human eye relies on colour fading for correct depth perception.
Therefore in order to enhance realism and to maintain the estimation of
distance, atmospheric effects must be modelled. (Graf et al,
1994). The fog effect increases the sense of perspective in the montages.
The shading and shadows of the computer generated images help a montage match
to the background scene (Nakamae et al, 1986).
Other factors
There are several other factors which must be considered when rendering
landscapes. Both earth curvature and atmospheric refraction must be taken into
account in a simuation (Aylward and Turnbull, 1977; Kennie and
McLaren, 1988). In order to use satellite images and aerial photographs for
perspective viewing, the images must refer to the same geometric reference as
the digital terrain model (Graf et al, 1994).
Kennie and McLaren (1988) note five parameters which
need to be defined:
- Viewing position and direction of view;
- Lighting model to describe illumination conditions;
- 'Conditional modifiers' e.g. wet, snowy;
- 'Environmental modifiers' e.g. atmospheric conditions such as haze;
- Sky and cloud model representing the prevailing conditions.
Validity of Photographic Simulations
Perceived realism and the validity of visualised images
A question to address in producing photo-realistic simulations is: how good
is good enough? A good enough image is one that has a high degree of perceived
realism, conveys maximum quality, contains enough data, yet is efficient in
terms of equipment costs, storage and management. Perceived realism may not
necessarily vary directly with image quality. Image quality may be very high in
technical terms, while perceived realism is not (Perkins,
1992), although image quality will affect perceived realism, so will the
content of the image, the viewpoint of the image and the receptivity of the
viewer. Daniel (1992) suggests that image quality is
sufficient when additional inputs to improve image quality do not result in an
increase in image validity, or indeed, in perceived realism.
Some basic understanding of the factors that influence the perception of
image quality is therefore needed to increase the 'fit' between
computer-generated images and real world conditions (Perkins,
1992). Public perception studies have been conducted with images and they
indicate that simulations are achieving a high degree of validity
(Orland, 1995).
Realism
If the intent is to convey the potential impact of proposed management
actions, with the goal of informing public review and approval processes, then
more realism and detail may be demanded in the visualisation. Techniques
include photo-realistic simulations, and hand-crafted graphic renderings and
models (Orland, 1994).
Computer image editing methods can be more realistic than hand rendering
and less expensive than photo-retouching and they do much to convey a realistic
visual experience of the planned new environment. The realism and transparency
of the medium to a non-expert viewer is high, but the accuracy and validity
less easy to defend (Orland and Daniel, 1995). In the study
by Oh (1994) only image processing was successful in
separating the visual attractiveness of one landscape from another in
simulations; the other methods used were wire frame, surface modelling and
combined surface modelling and scanned photographic images.
Schematic images
Many studies have tended to focus on the realism or accuracy of simulation.
But simulation cannot reproduce that reality completely. Rather, it selects
critical aspects of that reality for the particular purpose at hand
(Oh, 1994). In practice the simplification or abstraction of
detail is directly related to the savings of effort, time and costs of
simulation.
In many ways, schematic images, those which do not attempt photo-realism,
are as useful as the more realistic images. They do not require the technical
complications of photo-realistic visual simulation and do not have the
theoretical problems associated with defining realism. These views are
approximations - more realistic than just plan views, but more schematic than
photorealistic renderings or presentation drawings (Ervin,
1993).
In schematic renderings the images are rough; colours are shaded, the
ground is broken up into half-acre coloured triangles, and all trees and
buildings are alike and rather diagrammatic. There is no provision for
subtleties of texture or curved surfaces. These representational conventions
are no more limiting than any others commonly encountered in design, and they
are no more difficult to understand (Ervin, 1993).
For some purposes, the visualisation media may intentionally be highly
abstract and intended to convey information most effectively to experts within
the same discipline. In this category are coloured maps, where the need is
primarily to represent single issues such as the extent or locations of an
impact, or statistical displays of simulation models where the purpose of the
visualisation is to prompt further modification of resource models and hence to
understand better the underlying physical system (Orland,
1994).
Experiments in validity of simulations
Oh (1994) compared computer simulations using four
techniques described earlier, of building/site construction project at
University of California campus against photographs of actual post-construction
site. His study found that I-P simulations were the most effective in
portraying reality, followed by COMB, S-M, then W-F simulations.
Bishop and Hull (1991) cited three different studies to
support the validity of using computer simulations as surrogates of the actual
environment (Bishop and Leahy, 1989; Orland, 1987; Vining and
Orland, 1989). Bishop and Leahy (1989) reported the
validity of substituting computer generated images for photographs of
landscapes. They showed a moderately strong relationship between photographs
and computer simulations of landscapes based 256 colours and medium resolution.
Vining and Orland (1989) reported good correlations between
computer simulated images and photographs of three different environments. The
authors did not indicate the hardware standards employed.
Orland (1987) found very good correlation between
preference for photographs and computer simulated images using a 16-bit (32,000
colours or high colour) low resolution (256 x 240 pixel) system for urban
scenes. Orland reported that high level colour fidelity is more important than
low resolution quality for simulating built environments.
The validity of using photographs as surrogates of actual environments has
been an interesting topic of debate particularly during early studies in
landscape research. Objections are often raised in the sense that photographs
are less complex, less multi-dimensional and offer less interaction than do
real scenes (Abello et al, 1986). This methodological
issue has largely been resolved following the findings of numerous studies
mentioned in reviews by Shuttleworth (1980), Nassauer (1983),
Zube et al (1987) and Bosselmann et al(1989). These studies
have tended to show that people's responses to real environments are similar to
their responses to photographs.
Obtaining Observer Responses
The method of obtaining observer responses as a measure of changes to the
landscape quality is of importance. There are four methods used to characterise
group preferences as measures of landscape scenic quality, namely: sums of
rankings (Shafer et al., 1969; Jackson et al.,
1978); averages of ratings (Brush, 1979, Schomaker,
1978); standardising ratings using SBE (Daniel and Boster,
1976); paired comparisons using LCJ (Buhyoff and Leuschner,
1978). Daniel and Boster (1976) highlighted some of the
pros and cons of using different methods of measuring group preferences.
The use of rankings is simple and straightforward. The procedure requires
that all landscape scenes are presented simultaneously. This is to enable the
respondent to make valid comparisons between all the photographs. According to
Daniel and Boster (1976), few observers can be expected to
judge and rank more than 10 photographs at one time.
The last two methods, SBE and LCJ, have been extensively used in studies
involving people's preferences especially of forested environments. The
advantage of these two methods is that they try to account for any potential
variability between individual observers and produce measurements of interval
scale quality (Buhyoff and Leuschner, 1978).
Like rankings, the use of aggregate or average ratings is also simple and
straightforward. There is no need to transform or standardise and aggregate the
ratings of many individual observers using complex statistical formulae into a
single interval quality. The ratings procedure allows a much larger number of
landscapes to be evaluated.
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