This tool renders terrain data, and can be used to simulate views captured by a camera. This is most useful in areas with significant topographic relief.
There are a number of other, more polished tools to do this
- http://www.udeuschle.selfhost.pro/panoramas/makepanoramas_en.htm
- https://www.peakfinder.org/
- https://www.caltopo.com (right click, “point info”, “view from here”)
Although less polished, the implementation in the horizonator is freely licensed (under any version of the LGPL), and is a good base for experimentation. The horizonator is mostly intended as a building block for other tools, so the user-facing UI tool is somewhat feature-sparse.
The horizonator consists of a C library, a Python library and two user-facing tools:
- The
horizonator
tool: an interactive FLTK application that displays an overhead map and a render, allowing the user to interactively move around in both those views, and to relate the views to each other - The
standalone
tool: a one-render application. Can produce either a static GLUT window or a.png
image on disk
This isn’t “released”, so I’m not providing packages, and building from source is required. This probably can work on any recent UNIXy platform, but I’ve only tested on Debian and CentOS.
On Debian, you need the following packages (I believe that’s it; may be missing one or two):
- libfltk1.3-dev
- libboost-filesystem-dev
- libboost-system-dev
- libboost-thread-dev
- libcurl4-gnutls-dev
- libgl1-mesa-dev
- libepoxy-dev
- libglu-dev
- libpng12-dev
- libfreeimage-dev
- libtinyxml-dev
- libpython3-dev
Once you have those, run make
. You also need wget
at runtime to download
the tiles.
Before running the tool, you need data to render. By default the horizonator uses 3sec SRTM DEMs. Raw SRTM data contains gaps, so I usually use the gap-filled SRTM data from
http://viewfinderpanoramas.org/dem3.html
You need to download the archive for your area (for North America, you can pick
from a map). Then extract the .hgt
files to
~/.horizonator/DEMs_SRTM3
Any missing DEM files are assumed to describe an area at elevation = 0 (such as an area of open ocean). After the DEMs are downloaded, the tool can be run (OpenStreetMap tiles are required too, but those are downloaded automatically at runtime).
There’s an interactive tool for humans to mess around with, and a standalone tool to just make single renders (useful for scripting)
The interactive tool is invoked by running the ./horizonator
executable.
./horizonator --help
has basic usage instructions. The only required arguments
are the latitude and longitude of the viewer. Example: standing on top of Iron
Mt, looking N and E towards Mount Baden-Powell and Baldy:
./horizonator --zfar-color 8000 34.2884 -117.7134 45 80
This brings up a window where the top half shows an OpenStreetMap slippy map.
OSM tiles are downloaded (and cached locally to ~/.horizonator/tiles/
) as
required. The extents of the current view are shown as lines in the render. The
currently-loaded data is also shown, as a rectangle. The data is loaded at the
beginning, centered on the latitude,longitude given on the commandline. To load
a different set of data, re-launch the application.
The bottom half shows the render. By default, the shade of red encodes the
distance to the viewer. It is possible instead to texture the render using the
map; pass --texture
to select this mode. Currently this uses the same
OpenStreetMap tiles that are used in the slippy-map, which isn’t terribly
useful. Eventually topography or aerial imagery should be hooked in here.
The initial render is made from the latitude,longitude position given on the commandline (the altitude is sampled from the DEM). The user may change the viewpoint at runtime, but new data is loaded only at the start.
- Mousewheel up/down in the slippy map: zoom in/out
- Left click/drag in the slippy map: pan
- Right click in the slippy map: re-render the currently-loaded data from that location
- Mousewheel up/down in the render: zoom in/out. Changes the azimuth extents. Does not change the pitch or roll or yaw. The viewer always look out parallel to the ground plane: pitch, roll are always 0.
- Mousewheel left/right in the render: pan left/right. Changes the yaw only.
- Left click/drag in the render: pan by moving the azimuth extents and/or the yaw. Exactly what the mousewheel does.
- Right click in the render: display the rendered point on the slippy map. Useful for identifying peaks.
- Keyboard
w
: cycle between filled triangles, wireframe and point renders - Keyboard
r
: cycle between the two winding directions; this is only useful for debugging. - Keyboard
q
: quit
If all we want is a single render from a known position, with known azimuth
bounds, run the ./standalone
tool. Example:
./standalone --width 800 --image example-standalone.png --zfar-color 8000 34.2884 -117.7134 -35 125
This can either run a static GLUT application, or it can render to a .png
image on disk and/or a binary range image. Run with --help
for details. Note
that the azimuth extents are currently specified differently than they are in
the interactive tool.
The tool can be invoked from C. The header comments and its usages in the commandline tool should be clear.
A Python interface is provided, and is built as part of the normal invocation of
make
. The Python library consists of
This works similarly to the other components: the constructor loads the data,
and we can then render it in different ways by calling render()
repeatedly.
The tool uses an equirectangular projection. The x coordinate of the rendered image represents the azimuth: the viewing direction. The y coordinate represents the elevation: the angle above/below the horizontal. The same angular resolution is used in both directions. As elevation increases, this projection acquires more and more distortion, but with small elevation angles (the usual case) things works well.
The view straight ahead (elevation = 0) is at the center of the render.
This tool operates in the tangent plane to the viewer, so it assumes that locally, the Earth is flat. This produces small inaccuracies, but unless we care about small pixel-level errors, this is a good approximation. I will eventually fix this.
By default, 3” DEMs are used. These are the low-res SRTM data, which is
generally plenty hi-res-enough for this application. For more faithful rendering
of very near objects, the resolution can become a problem, so the
higher-resolution 1” DEMS may be used. These are better, but they exacerbate an
implementation detail in the horizonator, so the 3” DEMs are used by default.
Currently every triangle in the mesh is rendered, even those that are very far
away, and look tiny. A coarser mesh would be more appropriate for far-off
objects. Until that is implemented, the 9x increase in triangles present in the
SRTM1 data could become a problem. Support for 1” data is in place, and can be
selected with the SRTM1
option in all the APIs and commandline tools.
In no particular order:
- Texturing with aerial imagery
- Being more efficient about data loading: the DEM and texture resolution needs to be high close-in, but can be dramatically lower further out.
- Higher-res DEMs are available (1sec SRTM instead of 3sec). It would be nice to use them, if we can do so efficiently
- Nicer handling of the mesh immediately near the viewer.
- Intelligently loading faraway data. Currently we load data a constant number of cells away from the viewer
- Peak-labelling the render
- More UI stuff
- text showing the current lat, lon, az bounds
- text inputs to change the current lat, lon, az bounds
- controls to re-center the data, to get more data in some particular direction
- controls to change the texturing, shading configuration, etc
- controls to save renders to disk
- Auto-downloading DEMs
Copyright 2012-2021 Dima Kogan <[email protected]> Released under the terms of the GNU LGPL (any version)
Copyright (c) 2010, Björn Rehm ([email protected]) Released under the terms of the MIT license