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Intégration des méthodes de rendu dans un SIG
et
conception de cartes stylisées
Bertrand Duménieu
bertrand.dumenieu@ign.fr
29-09-2016
2
Augmenter l’expressivité des cartes produites par SIG
Données préparées
Symbolisation
Rendu
varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main(){
vec3 n,halfV,viewV,ldir;
float NdotL,NdotHV;
gl_FragColor = ambientGlobal;
}
GLSL varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main(){
vec3 n,halfV,viewV,ldir;
float NdotL,NdotHV;
gl_FragColor = ambientGlobal;
}
GLSL varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main(){
vec3 n,halfV,viewV,ldir;
float NdotL,NdotHV;
gl_FragColor = ambientGlobal;
}
GLSL
Stylisation
3
varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main(){
vec3 n,halfV,viewV,ldir;
float NdotL,NdotHV;
gl_FragColor = ambientGlobal;
}
GLSL
Moteur de rendu cartographique
Shaders → méthode expressive
Formalisme de stylisation
4
Moteur de rendu cartographique
5
Version OpenGL de Geoxygene (Jeremy Turbet, David Vanderhaeghe)
JAVA (LWJGL)
6
OpenSource (LGPLv2)
Version OpenGL de Geoxygene (Jeremy Turbet, David Vanderhaeghe)
JAVA (LWJGL)
7
OpenSource (LGPLv2)
Version OpenGL de Geoxygene (Jeremy Turbet, David Vanderhaeghe)
JAVA (LWJGL) Standards OGC
8
Shaders → méthode expressive
9
Intégration des shaders comme nouveaux outils de dessin
(méthode expressive)
10
varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main(){
vec3 n,halfV,viewV,ldir;
float NdotL,NdotHV;
gl_FragColor = ambientGlobal;
}
GLSL varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main(){
vec3 n,halfV,viewV,ldir;
float NdotL,NdotHV;
gl_FragColor = ambientGlobal;
}
GLSL varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main(){
vec3 n,halfV,viewV,ldir;
float NdotL,NdotHV;
gl_FragColor = ambientGlobal;
}
GLSL
Ajout d’une méthode ?
varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main(){
vec3 n,halfV,viewV,ldir;
float NdotL,NdotHV;
gl_FragColor = ambientGlobal;
}
GLSL
Intégration des shaders comme nouveaux outils de dessin
(méthode expressive)
11
varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main(){
vec3 n,halfV,viewV,ldir;
float NdotL,NdotHV;
gl_FragColor = ambientGlobal;
}
GLSL varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main(){
vec3 n,halfV,viewV,ldir;
float NdotL,NdotHV;
gl_FragColor = ambientGlobal;
}
GLSL varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main(){
vec3 n,halfV,viewV,ldir;
float NdotL,NdotHV;
gl_FragColor = ambientGlobal;
}
GLSL
Intégration des shaders comme nouveaux outils de dessin
(méthode expressive)
‘’Cassini’’ ‘’Paint Brush’’ ‘’Ink Brush’’
12
varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main(){
vec3 n,halfV,viewV,ldir;
float NdotL,NdotHV;
gl_FragColor = ambientGlobal;
}
GLSL varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main(){
vec3 n,halfV,viewV,ldir;
float NdotL,NdotHV;
gl_FragColor = ambientGlobal;
}
GLSL varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main(){
vec3 n,halfV,viewV,ldir;
float NdotL,NdotHV;
gl_FragColor = ambientGlobal;
}
GLSL
Intégration des shaders comme nouveaux outils de dessin
(méthode expressive)
‘’Cassini’’ ‘’Paint Brush’’ ‘’Ink Brush’’
Descripteur Descripteur Descripteur
13
varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main(){
vec3 n,halfV,viewV,ldir;
float NdotL,NdotHV;
gl_FragColor = ambientGlobal;
}
GLSL varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main(){
vec3 n,halfV,viewV,ldir;
float NdotL,NdotHV;
gl_FragColor = ambientGlobal;
}
GLSL varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main(){
vec3 n,halfV,viewV,ldir;
float NdotL,NdotHV;
gl_FragColor = ambientGlobal;
}
GLSL
Intégration des shaders comme nouveaux outils de dessin
(méthode expressive)
‘’Cassini’’ ‘’Paint Brush’’ ‘’Ink Brush’’
Descripteur Descripteur Descripteur
14
Intégration des shaders comme nouveaux outils de dessin
(méthode expressive)
15
Formalisme de stylisation
16
Formalisme
Spécifications OGC Styled Layer Descriptor et Symbology
Encoding
Générique
Interopérabl
e
Standard Lisible
17
Générique
Interopérabl
e
Standard Lisible
Formalisme
Spécifications OGC Styled Layer Descriptor et Symbology
Encoding
18
Formalisme choisi :
Spécifications OGC SLD et SE
Générique
Interopérabl
e
Standard Lisible
19
Formalisme choisi :
Spécifications OGC SLD et SE
Générique
Interopérabl
e
Standard Lisible
20
Formalisme choisi :
Spécifications OGC SLD et SE
Générique
Interopérabl
e
Standard Lisible
21
Extension des spécifications SLD / SE
SLD/SE
<Fill> <Stroke> <...Symbolizer>
22
Extension des spécifications SLD / SE
SLD/SE ++
<ExpressiveFill> <ExpressiveStroke> <BlendingMode>
SLD/SE
<Fill> <Stroke> <...Symbolizer>
23
Remplissage de surfaces
SLD/SE ++
<ExpressiveFill> <ExpressiveStroke> <BlendingMode>
24
Stylisation de linéaires
SLD/SE ++
<ExpressiveFill> <ExpressiveStroke> <BlendingMode>
25
Modes de mélange
SLD/SE ++
<ExpressiveFill> <ExpressiveStroke> <BlendingMode>
26
Un exemple
27
28
<ExpressiveFill> + méthodes de remplissage par patches
29
<Fill> standard + <BlendingMode> Multiply
30
<Fill> + <BlendingMode> Multiply
31
<Fill> + <BlendingMode> Overlay
32
Cartes
33
Style ‘’Cassini’’, données GeoHistoricaData [NPAR2016]
34
Style ‘’Cassini’’, données ScanExpress 1 : 100 000
35
Style ‘’Aquarelle’’ [NPAR2016]
36
Style ‘’Estampe’’
37
Style ‘’Estampe’’
38
Démo à la pause...
39
MERCI !
[NPAR2016]
Christophe S., Dumenieu B., Turbet J., Hoarau C., Mellado N., Ory J., Loi H., Masse A., Arbelot B., Vergne R., Brédif M., Hurtut T., Thollot J., Vanderhaeghe D. (2016).
Map Style Formalization: Rendering Techniques Extension for Cartography, Pierre Bénard; Holger Winnemöller.
Expressive 2016 The Joint Symposium on Computational Aesthetics and Sketch-Based Interfaces and Modeling and Non-Photorealistic Animation and Rendering, May 2016, Lisbonne, Portugal.
The Eurographics Association, Non-Photorealistic Animation and Rendering.
40
41
42

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Intégration de méthodes de rendu expressif dans un SIG

  • 1. Intégration des méthodes de rendu dans un SIG et conception de cartes stylisées Bertrand Duménieu bertrand.dumenieu@ign.fr 29-09-2016
  • 2. 2 Augmenter l’expressivité des cartes produites par SIG Données préparées Symbolisation Rendu varying vec4 diffuse,ambientGlobal, ambient; varying vec3 normal,lightDir,halfVector; varying float dist; void main(){ vec3 n,halfV,viewV,ldir; float NdotL,NdotHV; gl_FragColor = ambientGlobal; } GLSL varying vec4 diffuse,ambientGlobal, ambient; varying vec3 normal,lightDir,halfVector; varying float dist; void main(){ vec3 n,halfV,viewV,ldir; float NdotL,NdotHV; gl_FragColor = ambientGlobal; } GLSL varying vec4 diffuse,ambientGlobal, ambient; varying vec3 normal,lightDir,halfVector; varying float dist; void main(){ vec3 n,halfV,viewV,ldir; float NdotL,NdotHV; gl_FragColor = ambientGlobal; } GLSL Stylisation
  • 3. 3 varying vec4 diffuse,ambientGlobal, ambient; varying vec3 normal,lightDir,halfVector; varying float dist; void main(){ vec3 n,halfV,viewV,ldir; float NdotL,NdotHV; gl_FragColor = ambientGlobal; } GLSL Moteur de rendu cartographique Shaders → méthode expressive Formalisme de stylisation
  • 4. 4 Moteur de rendu cartographique
  • 5. 5 Version OpenGL de Geoxygene (Jeremy Turbet, David Vanderhaeghe) JAVA (LWJGL)
  • 6. 6 OpenSource (LGPLv2) Version OpenGL de Geoxygene (Jeremy Turbet, David Vanderhaeghe) JAVA (LWJGL)
  • 7. 7 OpenSource (LGPLv2) Version OpenGL de Geoxygene (Jeremy Turbet, David Vanderhaeghe) JAVA (LWJGL) Standards OGC
  • 9. 9 Intégration des shaders comme nouveaux outils de dessin (méthode expressive)
  • 10. 10 varying vec4 diffuse,ambientGlobal, ambient; varying vec3 normal,lightDir,halfVector; varying float dist; void main(){ vec3 n,halfV,viewV,ldir; float NdotL,NdotHV; gl_FragColor = ambientGlobal; } GLSL varying vec4 diffuse,ambientGlobal, ambient; varying vec3 normal,lightDir,halfVector; varying float dist; void main(){ vec3 n,halfV,viewV,ldir; float NdotL,NdotHV; gl_FragColor = ambientGlobal; } GLSL varying vec4 diffuse,ambientGlobal, ambient; varying vec3 normal,lightDir,halfVector; varying float dist; void main(){ vec3 n,halfV,viewV,ldir; float NdotL,NdotHV; gl_FragColor = ambientGlobal; } GLSL Ajout d’une méthode ? varying vec4 diffuse,ambientGlobal, ambient; varying vec3 normal,lightDir,halfVector; varying float dist; void main(){ vec3 n,halfV,viewV,ldir; float NdotL,NdotHV; gl_FragColor = ambientGlobal; } GLSL Intégration des shaders comme nouveaux outils de dessin (méthode expressive)
  • 11. 11 varying vec4 diffuse,ambientGlobal, ambient; varying vec3 normal,lightDir,halfVector; varying float dist; void main(){ vec3 n,halfV,viewV,ldir; float NdotL,NdotHV; gl_FragColor = ambientGlobal; } GLSL varying vec4 diffuse,ambientGlobal, ambient; varying vec3 normal,lightDir,halfVector; varying float dist; void main(){ vec3 n,halfV,viewV,ldir; float NdotL,NdotHV; gl_FragColor = ambientGlobal; } GLSL varying vec4 diffuse,ambientGlobal, ambient; varying vec3 normal,lightDir,halfVector; varying float dist; void main(){ vec3 n,halfV,viewV,ldir; float NdotL,NdotHV; gl_FragColor = ambientGlobal; } GLSL Intégration des shaders comme nouveaux outils de dessin (méthode expressive) ‘’Cassini’’ ‘’Paint Brush’’ ‘’Ink Brush’’
  • 12. 12 varying vec4 diffuse,ambientGlobal, ambient; varying vec3 normal,lightDir,halfVector; varying float dist; void main(){ vec3 n,halfV,viewV,ldir; float NdotL,NdotHV; gl_FragColor = ambientGlobal; } GLSL varying vec4 diffuse,ambientGlobal, ambient; varying vec3 normal,lightDir,halfVector; varying float dist; void main(){ vec3 n,halfV,viewV,ldir; float NdotL,NdotHV; gl_FragColor = ambientGlobal; } GLSL varying vec4 diffuse,ambientGlobal, ambient; varying vec3 normal,lightDir,halfVector; varying float dist; void main(){ vec3 n,halfV,viewV,ldir; float NdotL,NdotHV; gl_FragColor = ambientGlobal; } GLSL Intégration des shaders comme nouveaux outils de dessin (méthode expressive) ‘’Cassini’’ ‘’Paint Brush’’ ‘’Ink Brush’’ Descripteur Descripteur Descripteur
  • 13. 13 varying vec4 diffuse,ambientGlobal, ambient; varying vec3 normal,lightDir,halfVector; varying float dist; void main(){ vec3 n,halfV,viewV,ldir; float NdotL,NdotHV; gl_FragColor = ambientGlobal; } GLSL varying vec4 diffuse,ambientGlobal, ambient; varying vec3 normal,lightDir,halfVector; varying float dist; void main(){ vec3 n,halfV,viewV,ldir; float NdotL,NdotHV; gl_FragColor = ambientGlobal; } GLSL varying vec4 diffuse,ambientGlobal, ambient; varying vec3 normal,lightDir,halfVector; varying float dist; void main(){ vec3 n,halfV,viewV,ldir; float NdotL,NdotHV; gl_FragColor = ambientGlobal; } GLSL Intégration des shaders comme nouveaux outils de dessin (méthode expressive) ‘’Cassini’’ ‘’Paint Brush’’ ‘’Ink Brush’’ Descripteur Descripteur Descripteur
  • 14. 14 Intégration des shaders comme nouveaux outils de dessin (méthode expressive)
  • 16. 16 Formalisme Spécifications OGC Styled Layer Descriptor et Symbology Encoding Générique Interopérabl e Standard Lisible
  • 18. 18 Formalisme choisi : Spécifications OGC SLD et SE Générique Interopérabl e Standard Lisible
  • 19. 19 Formalisme choisi : Spécifications OGC SLD et SE Générique Interopérabl e Standard Lisible
  • 20. 20 Formalisme choisi : Spécifications OGC SLD et SE Générique Interopérabl e Standard Lisible
  • 21. 21 Extension des spécifications SLD / SE SLD/SE <Fill> <Stroke> <...Symbolizer>
  • 22. 22 Extension des spécifications SLD / SE SLD/SE ++ <ExpressiveFill> <ExpressiveStroke> <BlendingMode> SLD/SE <Fill> <Stroke> <...Symbolizer>
  • 23. 23 Remplissage de surfaces SLD/SE ++ <ExpressiveFill> <ExpressiveStroke> <BlendingMode>
  • 24. 24 Stylisation de linéaires SLD/SE ++ <ExpressiveFill> <ExpressiveStroke> <BlendingMode>
  • 25. 25 Modes de mélange SLD/SE ++ <ExpressiveFill> <ExpressiveStroke> <BlendingMode>
  • 27. 27
  • 28. 28 <ExpressiveFill> + méthodes de remplissage par patches
  • 29. 29 <Fill> standard + <BlendingMode> Multiply
  • 33. 33 Style ‘’Cassini’’, données GeoHistoricaData [NPAR2016]
  • 34. 34 Style ‘’Cassini’’, données ScanExpress 1 : 100 000
  • 38. 38 Démo à la pause...
  • 39. 39 MERCI ! [NPAR2016] Christophe S., Dumenieu B., Turbet J., Hoarau C., Mellado N., Ory J., Loi H., Masse A., Arbelot B., Vergne R., Brédif M., Hurtut T., Thollot J., Vanderhaeghe D. (2016). Map Style Formalization: Rendering Techniques Extension for Cartography, Pierre Bénard; Holger Winnemöller. Expressive 2016 The Joint Symposium on Computational Aesthetics and Sketch-Based Interfaces and Modeling and Non-Photorealistic Animation and Rendering, May 2016, Lisbonne, Portugal. The Eurographics Association, Non-Photorealistic Animation and Rendering.
  • 40. 40
  • 41. 41
  • 42. 42