scholarly journals HiIndex: An Efficient Spatial Index for Rapid Visualization of Large-Scale Geographic Vector Data

2021 ◽  
Vol 10 (10) ◽  
pp. 647
Author(s):  
Zebang Liu ◽  
Luo Chen ◽  
Anran Yang ◽  
Mengyu Ma ◽  
Jingzhi Cao

In the big data era, rapid visualization of large-scale vector data has become a serious challenge in Geographic Information Science (GIS). To fill the gap, we propose HiIndex, a spatial index that enables real-time and interactive visualization of large-scale vector data. HiIndex improves the state of the art with its low memory requirements, fast construction speed, and high visualization efficiency. In HiIndex, we present a tile-quadtree structure (TQ-tree) which divides the global geographic range based on the quadtree recursion method, and each node in the TQ-tree represents a specific and regular spatial range. In this paper, we propose a quick TQ-tree generation algorithm and an efficient visualization algorithm. Experiments show that the HiIndex is simple in structure, fast in construction, and less in memory occupation, and our approach can support interactive and real-time visualization of billion scale vector data with negligible pre-treatment time.

2014 ◽  
Vol 631-632 ◽  
pp. 516-520
Author(s):  
Chao Yang ◽  
Shui Yan Dai ◽  
Ling Da Wu ◽  
Rong Huan Yu

The method of view-dependent smoothly rendering of large-scale vector data based on the vector texture on virtual globe is presented. The vector texture is rasterized from the vector data based on view-dependent quadtree LOD. And the vector texture is projected on the top of the terrain. The smooth transition of multi-level texture is realized by adjusting the transparency of texture dynamically based on view range in two processes to avoid texture “popping”. In “IN” process, the texture’s alpha value increases when the view range goes up while In “OUT” process, the texture’s alpha value decreases. the vector texture buffer updating method is used to accelerate the texture fetching based on the least-recently-used algorithm. In the end, the real-time large-scale vector data rendering is implemented on virtual globe. The result shows that this method can real-time render large-scale vector data smoothly.


2019 ◽  
Vol 8 (1) ◽  
pp. 21 ◽  
Author(s):  
Mengyu Ma ◽  
Ye Wu ◽  
Luo Chen ◽  
Jun Li ◽  
Ning Jing

Buffer and overlay analysis are fundamental operations which are widely used in Geographic Information Systems (GIS) for resource allocation, land planning, and other relevant fields. Real-time buffer and overlay analysis for large-scale spatial data remains a challenging problem because the computational scales of conventional data-oriented methods expand rapidly with data volumes. In this paper, we present HiBO, a visualization-oriented buffer-overlay analysis model which is less sensitive to data volumes. In HiBO, the core task is to determine the value of pixels for display. Therefore, we introduce an efficient spatial-index-based buffer generation method and an effective set-transformation-based overlay optimization method. Moreover, we propose a fully optimized hybrid-parallel processing architecture to ensure the real-time capability of HiBO. Experiments on real-world datasets show that our approach is capable of handling ten-million-scale spatial data in real time. An online demonstration of HiBO is provided (http://www.higis.org.cn: 8080/hibo).


2012 ◽  
Vol 532-533 ◽  
pp. 1611-1615
Author(s):  
Shi Bin Liu ◽  
Xing Yan Liu ◽  
Yan Ping Yang ◽  
Cheng Wang

When mapping large-scale battlefield terrain, in order to make a real-time show it on the computer it is required to keep the vector data (points, lines, areas) at the high curvature and delete the vector data at the low curvature as much as possible. This article puts forward a simplified algorithm to calculate the average curvature of the space mesh points with level of detail (LOD) model technique as well as the visualization implementation of this algorithm. Then according to this algorithm, work out the curvature value of the mesh points, delete the center points of the low curvature and triangularize the cavity left so as to simplify LOD model and reduce dramatically the number of the vector data (points, lines, areas) in the field of view of the large-scale battlefield terrain. Experiments show the average curvature algorithm put forward in this article can better solve the contradiction between the big vector data and the limited real-time processing capacity of the computer. As a result, it can meet the requirements of mapping great number of real-time data of the large-scale battlefield terrain by 3 D visualization.


2012 ◽  
Vol 29 ◽  
pp. 1702-1706 ◽  
Author(s):  
Hou Han-dan ◽  
Zhang Jian-fei

2020 ◽  
Author(s):  
Mingyue Lu ◽  
Xinhao Wang ◽  
Xintao Liu ◽  
Min Chen ◽  
Shuoben Bi ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document