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Thread: Weighted Centroidal Voronoi Stippling using JTS

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    Administrator Redrobes's Avatar
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    Right, I think I see what your driving at now. Your using the dot placement as a position for an icon so as to create wide seamless expanse of textured area but not using bitmaps. Although this looks 2D Im guessing that your calculating it in 3D so as to get the Z order correct for the trees. Presumably you could zoom in on an area and it would still be in vector format.

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    Software Dev/Rep Hai-Etlik's Avatar
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    Quote Originally Posted by Redrobes View Post
    Right, I think I see what your driving at now. Your using the dot placement as a position for an icon so as to create wide seamless expanse of textured area but not using bitmaps. Although this looks 2D Im guessing that your calculating it in 3D so as to get the Z order correct for the trees. Presumably you could zoom in on an area and it would still be in vector format.
    Actually, after generating the points, I just sort them by their Y coordinates. I am thinking it would be interesting to add a Y shift based on the height of an underlying DEM though. I'm also planning on trying to write some more interesting symbolizers that work by splitting polygons into many smaller, roughly equal size polygons; I think I could manage a way of drawing forests as contiguous entities rather than bunches of individual trees (As in Ascension's recent practice maps)

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    Quote Originally Posted by Hai-Etlik View Post
    Actually, after generating the points, I just sort them by their Y coordinates. I am thinking it would be interesting to add a Y shift based on the height of an underlying DEM though. I'm also planning on trying to write some more interesting symbolizers that work by splitting polygons into many smaller, roughly equal size polygons; I think I could manage a way of drawing forests as contiguous entities rather than bunches of individual trees (As in Ascension's recent practice maps)
    Use the bottom y coordinate where possible, so different symbols of different heights will stack properly (assuming they all sit on the ground )

    -Rob A>

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    Software Dev/Rep Hai-Etlik's Avatar
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    Quote Originally Posted by RobA View Post
    Use the bottom y coordinate where possible, so different symbols of different heights will stack properly (assuming they all sit on the ground )

    -Rob A>
    In this case I have the 'true' place that whatever it is is so I don't need to worry about that at this level. Instead it's a matter of drawing the symbol correctly, which means that the origin for the symbol should be wherever it is (the base of something like a tree or hill)

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    Software Dev/Rep Hai-Etlik's Avatar
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    OK, back at this project again and I'm working on importing SVG data into JTS. This is really much harder than it would seem at first as SVG is really, really loose and flexible compared to GIS formats.

    So far I've manage to make a little program that loads up an SVG file, looks for paths, and converts them to linestrings or multilinestrings depending on whether it has multiple subpaths. It only understands moveto, lineto, and closepath commands at the moment and chokes on anything else. It then spits it all out in OGC WKT format.

    Roughly speaking, that means it takes this:
    Code:
    <path d="M 258.59905,189.69191 80.812204,365.45845 264.65997,692.74788 220.21325,510.92042 519.21841,434.14883 385.87827,246.26045 z" />
    Which can be exported from Inkscape, and produces this:
    Code:
    LINESTRING (258.59905 189.69191, 80.812204 365.45845, 264.65997 692.74788, 220.21325 510.92042, 519.21841 434.14883, 385.87827 246.26045, 258.59905 189.69191)
    Which can be loaded into at least some GIS software such as OpenJUMP.

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