The Terravision Project: A Global Mirror
Joachim Sauter (Speech at the Doors of Perception 3 Conference)
Table of Contents: * * * * * * In this project, we use a virtual representation of the earth as an interface for network information. Here, the virtual earth is generated out of satellite images and altitude data, stored around the world, which can be integrated into a television system by an ATM broadband network.
* * * The system is based on two paradigmatic changes concerning space, which we have experienced very practically through our work of the last seven years. The first is the paradigmatic shift in spatial presentation from a single steady view point in classic central perspective to the present ability to interactively select your own viewpoint in a virtual space. The second is the shift in telecommunication and networking from remote computing to the organisation of decentralised network information.
* * * The attempt to organise information in space was motivated by three facts. Firstly, we are all spatially socialised and therefore capable of navigating in 3D rather than in 2D. Secondly, this approach stands in a long tradition that can be based on various cultures. One example is the mnemonic technique of the ancient Greeks, in which they use mental spaces to memorise information. The third reason for organising information in space is that through real-time computing, viewers are now able to choose their own viewpoint in relation to information. And an exploration from one's own viewpoint always leads to better understanding and deeper knowledge.
* * * In 1992, our architects applied to take part in planning competition for the Potsdammer Platz area in Berlin. Alongside their model proposals, we started to develop a VR study information system, which allows the user not only to navigate throughout city space, but also through time in order to explore spatial and historical information about Berlin.
The user can interactively move through the centre, viewing, for example, the Palace of Republic as it is today, the Old Imperial Palace before the Second World War and the New Parliament Building in the year 2002. Users can move back through the year 1900, where you can interactively look around the centre at its condition at that time.
Motion through time enables the organisation of historical information at the place and time of its occurrence. If the user moves through the square in front of the Old Imperium Palace, he might see an active element which would trigger a film that was taken at this site in 1900. In other words, information is organised and can be explored according to its origin in time and space.
Another example out of the very early days of Art+Com, which dealt with this topic, is the project Home of the Brains, in which abstract ideas are organised in a virtual space. Here the concept of the museum as a public place for storing and discussing cultural information enters into the realm of the virtual. Visitors enter a space and find themselves in a linear dialogue conducted by four media philosophers and computer scientists. Each corner of the space was fitted out with interactive objects for one thinker. Users can intervene in the discussion by interacting with this object, thus defining their own position with respect to the space and the debate itself.
* * * Deutsche Telecom established its first broadband network in the mid-1980's. From the beginning, there was a constant amount of bandwidth available, but there were no contents and no applications running on these networks. So we were commissioned to proceed with broadband application research for them. The first projects we did were mainly based on remote computing, because computing power was extremely expensive. At that time, we were working on the basis of two remote computing approaches. One was to send large databases over broad band lines to remote rendering machines and then wait for the results. The second was to send control signals from input devices to remote machines with a database to render something already stored and receive the rendered results back in real time.
One example of the first approach is a remote visualisation system for use in medicine. Doctors use it to send large amounts of computer tomographic data from a clinic over broad band to a remote computing centre, and then receive the three-volume rendered results.
So it was not real time at all, because the data were too large and were rendered in a batch mode.
An example of the second approach, real-time telecommunication, was the area shot of Berlin located at a teleconference in Tokyo in 1993. Users there could move their spatial sensor over the area shot. The sensor's position was sent over a telephone line to a real-time rendering machine in Berlin. And the rendered view from the sensor's position was sent back to Tokyo over a satellite link. So the user was flying around virtual Berlin and Tokyo, but the pictures were rendered in real time in real Berlin. We used this system to visualise the different planning proposals we made at that time for the new centre of Berlin and presented them with this technique on several occasions.
* * * This sounds complicated, but their is a very clear concept behind it. When the user is navigating around the virtual world, the renderer receives all flight parameters, such as precision and direction from the input device. From these, it calculates the currently needed data and predicts the needed data for the future flight part. Than it acquires them at an appropriate resolution from the responsible database somewhere in the world and loads them over high speed connections into the memory.
The closer we come, the more detailed the data becomes. Any data outside the current viewer is clipped away. If the viewing distance to the surface increases, higher resolution data are removed from memory. We thus always have the same amount of data in memory and are able to come infinitely close to the surface of the earth.
The database is accessed by the renderer asynchronously without affecting the frame rate. For instance, if the user approaches too fast or if the connection to the surface is too slow, you will receive a coarse image but the frame rate is constantly 30 Hertz. The renderer doesn't stop to wait for the necessary high resolution data and instead continues to fly past using the low resolution data until the other data required have arrived.
For the rendering, we are using a SGI Onyx and for networking, we are using ATM broad band connections. The T-vision texture data base is generated from various data sources, such as satellite imagery and area shots. We use source maps for calculating small and fast texture patches. To get smoother dissolves, we are also generating intermediate levels between the different levels.
The topography database, like any other database which could be integrated in the system, is pre-computed and organised using the same principle. This example here shows the texture database that we as a local Berlin provider have pre-generated and which we made accessible to all T-vision users in the network.
We hope that in the future, many pre-generated databases will be locally provided by responsible institutions or private individuals. Because this is not organised yet, except for demonstration purposes, we built a locally running version.
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url: DOORS OF PERCEPTION editor@doorsofperception.com |