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Original Articles

A virtual globe-based vector data model: quaternary quadrangle vector tile model

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Pages 230-251 | Received 29 Aug 2014, Accepted 03 Feb 2015, Published online: 06 Mar 2015

Figures & data

Figure 1. Recursive subdivision of the QQM hemisphere.
Figure 1. Recursive subdivision of the QQM hemisphere.
Figure 2. (a) Conceptual model for QQVTM and (b) Logical model of QQVTM. Note: Rectangles represent entity sets and ovals represent attributes. Diamonds with lines connecting to entity sets represent containing or constitution relationships between two entity sets (e.g. a tile contains n vertices and n arcs constitute a boundary). The numbers on the lines indicate three kinds of quantitative relationships: (1) 1:1 indicates a one-to-one relationship, (2) 1:n indicates a one-to-many relationship, and (3) m:n indicates a many-to-many relationship. To implement a relationship between two objects, the key of one attribute table is included in the other attribute table. The associated keys are linked using lines.
Figure 2. (a) Conceptual model for QQVTM and (b) Logical model of QQVTM. Note: Rectangles represent entity sets and ovals represent attributes. Diamonds with lines connecting to entity sets represent containing or constitution relationships between two entity sets (e.g. a tile contains n vertices and n arcs constitute a boundary). The numbers on the lines indicate three kinds of quantitative relationships: (1) 1:1 indicates a one-to-one relationship, (2) 1:n indicates a one-to-many relationship, and (3) m:n indicates a many-to-many relationship. To implement a relationship between two objects, the key of one attribute table is included in the other attribute table. The associated keys are linked using lines.
Figure 3. Vector data in QQVTM.
Figure 3. Vector data in QQVTM.
Figure 4. Geometry-based mapping of vector data. (a) Simply mapping the vertices contained in the vector data. (b) The resolution of the vector tile is lower than the resolution of the underlying terrain data. (c) The resolution of the vector tile is higher than the resolution of the underlying terrain data. (d) The vector geometry conforms closely to the terrain surface since they have the same resolution.
Figure 4. Geometry-based mapping of vector data. (a) Simply mapping the vertices contained in the vector data. (b) The resolution of the vector tile is lower than the resolution of the underlying terrain data. (c) The resolution of the vector tile is higher than the resolution of the underlying terrain data. (d) The vector geometry conforms closely to the terrain surface since they have the same resolution.
Figure 5. Elimination of visual cracks.
Figure 5. Elimination of visual cracks.
Figure 6. Vector pyramid (r > s > t and k < m < n).
Figure 6. Vector pyramid (r > s > t and k < m < n).
Figure 7. The Weiler–Atherton clipping algorithm can clip all polygons, including concave polygons and polygons containing holes. The boundary of the clipping result of a polygon (abcdhHIga) constitutes a partial polygon boundary (ab, cd, and hHIg) and a partial tile boundary (bc, dh, and ga).
Figure 7. The Weiler–Atherton clipping algorithm can clip all polygons, including concave polygons and polygons containing holes. The boundary of the clipping result of a polygon (abcdhHIga) constitutes a partial polygon boundary (ab, cd, and hHIg) and a partial tile boundary (bc, dh, and ga).
Figure 8. Tile-based reconstruction of vector data. P0, P1, … P6 are the original vertices of the 2D vector data. Q0, Q1, … Q13 are the intersections of the 2D vector data and the terrain grids. (a) Vertices are stored in tiles. (b) The link relationships of vector tiles are recorded in temporary tables using the PreTile and NextTile items of the intersections.
Figure 8. Tile-based reconstruction of vector data. P0, P1, … P6 are the original vertices of the 2D vector data. Q0, Q1, … Q13 are the intersections of the 2D vector data and the terrain grids. (a) Vertices are stored in tiles. (b) The link relationships of vector tiles are recorded in temporary tables using the PreTile and NextTile items of the intersections.
Figure 9. Storing order of polygon boundaries. Note: The dashed area is the interior of the polygon, which is always on the right of the forward direction when traversing a vertex list.
Figure 9. Storing order of polygon boundaries. Note: The dashed area is the interior of the polygon, which is always on the right of the forward direction when traversing a vertex list.
Figure 10. Renderings of organized global vector, terrain, and image data based on QQVTM.
Figure 10. Renderings of organized global vector, terrain, and image data based on QQVTM.

Table 1. Performance of building QQM vector pyramids.

Table 2. Efficiency of the tile-based reconstruction algorithm.

Table 3. Frame rates of quaternary quadrangle vector tile rendering in 30 seconds.

Figure 11. Frame rates while flying 4000 km and 100 km above Earth's surface.
Figure 11. Frame rates while flying 4000 km and 100 km above Earth's surface.

Table 4. Data size comparison between terrain pyramids and vertex number comparison between vector pyramids.

Table 5. Vertex number comparison between two vector pyramids at low and high latitudes.

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