888 lines
47 KiB
Markdown
888 lines
47 KiB
Markdown
+++
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title = "A Thoroughly Digital Artifact"
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slug = "a-thoroughly-digital-artifact"
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date = "2023-01-17"
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[taxonomies]
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tags = ["3dprinting", "CAD", "GIS", "CNC", "art", "sundry", "proclamation", "research"]
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+++
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![A plywood slab carved with CNC into a topographic representation of California][main_image]
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# A birthday wish
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Last summer, I wanted to get my wife something nice for her birthday. For many years, she had
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expressed an occasional and casual desire for a topographic carving of the state of California,
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where we live, and I thought it might be something I could figure out how to get her. In the end,
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after many dozens of hours of work, five weeks, and several hundred dollars paid to a professional
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CNC machine shop, I had the artifact shown in the picture above. This is the story of its creation,
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starting from knowing almost nothing about GIS, cartography, or CNC machining.
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# First steps
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Before you ask, I did not do a ton of research before embarking on this. As I write this, about six
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months later, it only now occurred to me to do a basic search for an actual physical thing I could
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buy, and luckily it seems that CNC-carved wooden relief maps of the whole state are not trivially
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easy to come by, so, *phew!*
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No, my first step was to see if there were any shops in the area that could carve something out of
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nice plywood, about a week before the intended recipient's birthday. I found one that was less than
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ten minutes away, and filled out their web contact form. They had a field for material, and I said,
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"some nice plywood between 0.75 and 1.0 inches thick or similar" (I didn't know exactly what was
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available and wanted to give broad acceptable parameters), and under "project description", I wrote,
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> A relief map of California, carved from wood. Height exaggerated enough
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to visibly discern the Santa Monica mountains. I can provide an STL file if needed.
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For some [incorrect] reason that I only later examined[^introspection], I just sort of assumed that the shop would
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have a library of shapes available for instantiating into whatever material medium you might
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need. But just in case, I included that hedge about being able to provide an STL file. Needless to
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say, that was a bluff.
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![the programmer's creed: we do these things not because they are easy, but because we thought they
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were going to be easy -- from twitter user @unoservix, 2016-08-05][programmers_creed]
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*<center><sup><sub>me, every. single. time.</sub></sup></center>*
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Also needless to say, my bluff was immediately called, and I had the following exchange with the
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shop:
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> *CNC Shop*: STL can work but I can’t manipulate it, which could save some money. If possible can it
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>be exported to an .igs or .iges or .stp format?
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>
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> *Me*: Yeah, STP should be no problem. Can you give a rough estimate of the cost for 1x2-foot relief carving?
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>
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> *Shop*: Without seeing the drawings, I can’t give even a close price but in the past they range from
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>a few hundred dollars to several thousand dollars.
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>
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> *Me*: That's totally fair! I'll get you some files in a few days.
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"STP should be no problem ... I'll get you some files in a few days," was an even harder lean into
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the bluff; my next communication with the shop was nearly four weeks later. But that's getting ahead
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of things.
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# Meshes and solid bodies
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First off, let's talk about file formats and how to represent shapes with a
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computer.[^math-computers] I first said I could provide an *STL
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file*. [STL](https://en.wikipedia.org/wiki/STL_(file_format)) is a pretty bare-bones format that
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describes the outside surface of a shape as a mesh of many, many triangles, each of which is
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described by three 3D points, where each point (but not necessarily each edge) of the triangle lies
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on the surface of the shape of the thing you're modeling. This format is popular with 3D printers,
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which is how I became familiar with it.
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STL is simple to implement and easy for a computer to read, but if you have a model in that format
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that you need to manipulate, like you want to merge it with another shape, you won't have a good
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time. In order to actually do things like that, it needs to be converted into a CAD program's native
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representation of a "solid body", which is pretty much what it sounds like: a shape made of a finite
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volume of "stuff", and NOT just an infinitesimally thin shell enclosing an empty volume, which is
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what a mesh is.
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In order for the CAD program to convert a mesh into a solid body, the mesh must be *manifold*,
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meaning, no missing faces (triangles), and with a clearly-defined interior and exterior (all
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triangles are facing in one direction relative to their interior). When there are no missing faces,
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it's called "water tight". You can still have "holes" in a mesh, like if you have a model of a
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donut[^manifold_holes], but the surface of the donut can't have any missing faces. A valid STL
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file's meshes are manifold.
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The CNC shop had requested a model in a format called
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[ST**P**](https://www.fastradius.com/resources/everything-you-need-to-know-about-step-files/). `.stp`
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is the extension for a "STEP" file; STEP is supposed to be short for "standard for the exchange of
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product data", so someone was playing pretty fast and loose with their initialisms, but I
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digress. The main thing about STEP files is that CAD programs can really easily convert them into
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their native internal solid body representation, which allows easy manipulation. <a
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name="prophecy"></a> Another thing about them is that a CAD program can usually turn a manifold mesh
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into an STP file, unless the mesh is too complicated and your computer doesn't have enough RAM
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(*note: foreshadowing*[^chekhovs-ram]).
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![an overly-complicated mesh of a cube][meshy-cube]
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*<center><sup><sub>this cube's mesh has too many vertices and edges, I hope my computer has enough
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RAM to work with it</sub></sup></center>*
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But at that moment, I had nothing at all. Time to get some data and see if I can turn it into a model.
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# Public data
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My first impulse was to search [USGS](https://usgs.gov)'s website for [digital elevation
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map](https://en.wikipedia.org/wiki/Digital_elevation_model) data, but I wound up not finding
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anything appropriate. Searching now with the wisdom of experience and hindsight, I found this, which
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would have been perfect:
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[https://apps.nationalmap.gov/downloader/](https://apps.nationalmap.gov/downloader/)
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Did I just accidentally miss it then? Did I find it and not recognize its utility because I didn't
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know what I was doing *at all*? The world may never know, but at least now you can benefit from my
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many, many missteps.
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## From space?
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Anyway, having not found anything I could really use from the USGS through all fault of my own, I
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found [this site](https://portal.opentopography.org/raster?opentopoID=OTSRTM.082015.4326.1), from
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OpenTopography, an organization run by the UCSD Supercomputer Center, under a grant from the
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National Science Foundation. So, still hooray for public data!
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That particular page is for a particular dataset; in this case, "[SRTM
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GL1](http://www2.jpl.nasa.gov/srtm/) Global 30m". "SRTM" stands for "[Shuttle Radar Topography
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Mission](https://en.wikipedia.org/wiki/Shuttle_Radar_Topography_Mission)", which was a Space Shuttle
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mission in February, 2000, where it did a [fancy radar
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scan](https://en.wikipedia.org/wiki/Interferometric_synthetic-aperture_radar) of most of the land on
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Earth. Though, it's hard to verify that the data was not synthesized with other datasets of more
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recent, non-space origin, especially in places like California. But probably space was involved in
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some way.
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## In Australia, it's pronounced "g'dal"
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Anyway, I'd found an open source of public data. This dataset's [horizontal resolution is 1 arc
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second](https://gisgeography.com/srtm-shuttle-radar-topography-mission/) (which is why it's
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"GL**1**"), or roughly 30x30 meters, and the height data is accurate to within 16 meters. Not too
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shabby!
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They provided the data in the form of [GeoTIFF](https://en.wikipedia.org/wiki/GeoTIFF)s, which are
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basically an image where each pixel represents one data point (so, a 30x30 square meter plot)
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centered at a particular location on the Earth's surface. It's a monochrome image, where absolute
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height is mapped to absolute brightness of each pixel, and each pixel represents an exact location
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in the world.
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The only problem was that you could only download data covering up to 450,000 square kilometers at a
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time, so I had had to download a bunch of separate files and then mosaic them together. Luckily,
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there's a whole suite of open source tools called
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[GDAL](https://gdal.org/faq.html#what-does-gdal-stand-for). Among that suite is a tool called
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`gdal_merge.py` (yes, the `.py` is part of the name of the tool that gets installed to your system
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when you install the GDAL tools), which does exactly what I wanted:
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> `gdal_merge.py -o ca_topo.tif norcal_topo.tif centcal_topo.tif socal_topo.tif so_cent_cal_topo.tif norcal_topo_redux.tif last_bit.tif east_ca.tif`
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This produced a file called `ca_topo.tif`. It was very large, in every sense:
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![listing of tif files with sizes][geotiff-files]
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*<center><sup><sub>last_little_piece_i_swear_final_final2.tif</sub></sup></center>*
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Using [another tool](https://gdal.org/programs/gdalinfo.html) called `gdalinfo`, we can examine the
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metadata of the mosaic we just created:
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``` text
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$ gdalinfo -mm ca_topo.tif
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Driver: GTiff/GeoTIFF
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Files: ca_topo.tif
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Size is 40757, 35418
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Coordinate System is:
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GEOGCRS["WGS 84",
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DATUM["World Geodetic System 1984",
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ELLIPSOID["WGS 84",6378137,298.257223563,
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LENGTHUNIT["metre",1]]],
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PRIMEM["Greenwich",0,
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ANGLEUNIT["degree",0.0174532925199433]],
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CS[ellipsoidal,2],
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AXIS["geodetic latitude (Lat)",north,
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ORDER[1],
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ANGLEUNIT["degree",0.0174532925199433]],
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AXIS["geodetic longitude (Lon)",east,
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ORDER[2],
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ANGLEUNIT["degree",0.0174532925199433]],
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ID["EPSG",4326]]
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Data axis to CRS axis mapping: 2,1
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Origin = (-125.109583333326071,42.114305555553187)
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Pixel Size = (0.000277777777778,-0.000277777777778)
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Metadata:
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AREA_OR_POINT=Area
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Image Structure Metadata:
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INTERLEAVE=BAND
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Corner Coordinates:
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Upper Left (-125.1095833, 42.1143056) (125d 6'34.50"W, 42d 6'51.50"N)
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Lower Left (-125.1095833, 32.2759722) (125d 6'34.50"W, 32d16'33.50"N)
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Upper Right (-113.7881944, 42.1143056) (113d47'17.50"W, 42d 6'51.50"N)
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Lower Right (-113.7881944, 32.2759722) (113d47'17.50"W, 32d16'33.50"N)
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Center (-119.4488889, 37.1951389) (119d26'56.00"W, 37d11'42.50"N)
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Band 1 Block=40757x1 Type=Int16, ColorInterp=Gray
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Computed Min/Max=-130.000,4412.000
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```
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If I may draw your attention to a couple things there, the image is 40,757 pixels wide and 35,418
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pixels tall. The "pixel size" is 0.000277777777778 by 0.000277777777778; the units, given by the
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"angleunit", is degrees; 1 arc second is 1/3600th of a degree, which is 0.01754... They're degrees
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of arc along the surface of the Earth[^wgs-ellipsoid], at a distance measured from the center of the
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planet. As previously mentioned, that translates into a size of roughly 30 meters. So if you were
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ever curious about how many 100-ish-foot squares you'd need to fill a rectangle that fully enclosed
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the entire border of California, then one billion, four-hundred-forty-three million,
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five-hundred-thirty-one thousand, and four-hundred-twenty-six (40,757 times 35,418) is pretty close.
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The other units in there are under the "Coordinate System is" section, and are meters relative to
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the [World Geodetic System 1984](https://en.wikipedia.org/wiki/World_Geodetic_System) vertical datum
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(distances from this reference surface in the dataset are within 16 meters of the true distance in
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reality); the very last line is the lowest and highest points in file, which are <a
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name="minmax-height"></a>-130 meters and 4,412 meters respectively, relative to the baseline height
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defined by the WGS84 ellipsoid. If you were to view the file as though it were an image, it would
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look like this:<a name="raw-dem"></a>
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![the ca_topo image; it's hard to make out details and very dark][small_ca_topo]
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*<center><sup><sub>if you squint, you can kinda see the mountains</sub></sup></center>*
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This is because the highest possible value an image like that could have for a pixel is
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65,535[^16-bit-ints], and the highest point in our dataset is only 4,412, which is not that much in
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comparison. Plus, it includes portions of not-California in the height data, and ideally, we want
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those places to not be represented in our dataset; we have a little more processing to do before we
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can use this.
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## Cartography is complicated
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The first order of business is to mask out everything that's not California, and the first thing I
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needed for that was a [shapefile](https://en.wikipedia.org/wiki/Shapefile) that described the
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California state border. Luckily, [that exact
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thing](https://data.ca.gov/dataset/ca-geographic-boundaries) is publicly available from the state's
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website; thank you, State of California!
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There was only one issue: the shapefile was in a different [map
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projection](https://en.wikipedia.org/wiki/Map_projection) than the data in our geotiff file. A "map
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projection" is just the term for how you display a curved, 3D shape (like the border of a state on the
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curved surface of the Earth) on a flat, 2D surface, like a map. If you look at the line in the
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output of `gdalinfo` above that says, `ID["EPSG",4326]`, that is telling us the particular
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projection used. [EPSG 4326](https://en.wikipedia.org/wiki/EPSG_Geodetic_Parameter_Dataset) uses
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latitude and longitude, expressed in degrees, covers the entire Earth including the poles, and
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references the WGS84 ellipsoid as the ground truth.
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The shapefile was in a projection called [EPSG
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3857](https://en.wikipedia.org/wiki/Web_Mercator_projection), or "Web Mercator". This is similar to
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EPSG 4326, except instead of using the WGS84 ellipsoid, it pretends the Earth is a perfect
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sphere. It only covers +/- 85-ish degrees of latitude (so not the poles), and it uses meters instead
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of degrees of lat/long. It's popular with online map services (like Google Maps and Open Street
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Maps) for displaying maps, hence the name, "Web Mercator", so you'd probably recognize the shapes of
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things in it.
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Once again, there's a [handy GDAL tool](https://gdal.org/programs/gdalwarp.html), `gdalwarp`, which
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is for reprojecting geotiffs. So all we have to do is take our 4326-projected geotiff, use
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`gdalwarp` to project it to 3857/Web Mercator, and then we can use the shapefile to mask off all
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other height data outside the border of California.
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It's almost *too* easy.
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> gdalwarp -t_srs EPSG:3857 ca_topo.tif ca_topo_mercator.tif
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This gives us a 3857-projected file called `ca_topo_mercator.tif`. It still has over a billion
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pixels in it (it's a little bigger overall, but the aspect is
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much wider, with the different projection); scaling it down will be a very last step, since at that
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point, it will no longer be a digital elevation map, it will just be an image. We'll get there,
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just not yet.
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Cracking open `gdalinfo`, we get:
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``` text
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$ gdalinfo ca_topo_mercator.tif
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Driver: GTiff/GeoTIFF
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Files: ca_topo_mercator.tif
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Size is 36434, 39852
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Coordinate System is:
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PROJCRS["WGS 84 / Pseudo-Mercator",
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BASEGEOGCRS["WGS 84",
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ENSEMBLE["World Geodetic System 1984 ensemble",
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MEMBER["World Geodetic System 1984 (Transit)"],
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MEMBER["World Geodetic System 1984 (G730)"],
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MEMBER["World Geodetic System 1984 (G873)"],
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MEMBER["World Geodetic System 1984 (G1150)"],
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MEMBER["World Geodetic System 1984 (G1674)"],
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MEMBER["World Geodetic System 1984 (G1762)"],
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MEMBER["World Geodetic System 1984 (G2139)"],
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ELLIPSOID["WGS 84",6378137,298.257223563,
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LENGTHUNIT["metre",1]],
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ENSEMBLEACCURACY[2.0]],
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PRIMEM["Greenwich",0,
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ANGLEUNIT["degree",0.0174532925199433]],
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ID["EPSG",4326]],
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CONVERSION["Popular Visualisation Pseudo-Mercator",
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METHOD["Popular Visualisation Pseudo Mercator",
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ID["EPSG",1024]],
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PARAMETER["Latitude of natural origin",0,
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ANGLEUNIT["degree",0.0174532925199433],
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ID["EPSG",8801]],
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PARAMETER["Longitude of natural origin",0,
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ANGLEUNIT["degree",0.0174532925199433],
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ID["EPSG",8802]],
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PARAMETER["False easting",0,
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LENGTHUNIT["metre",1],
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ID["EPSG",8806]],
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PARAMETER["False northing",0,
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LENGTHUNIT["metre",1],
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ID["EPSG",8807]]],
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CS[Cartesian,2],
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AXIS["easting (X)",east,
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ORDER[1],
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LENGTHUNIT["metre",1]],
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AXIS["northing (Y)",north,
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ORDER[2],
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LENGTHUNIT["metre",1]],
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USAGE[
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SCOPE["Web mapping and visualisation."],
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AREA["World between 85.06°S and 85.06°N."],
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BBOX[-85.06,-180,85.06,180]],
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ID["EPSG",3857]]
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Data axis to CRS axis mapping: 1,2
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Origin = (-13927135.110024485737085,5178117.270359318703413)
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Pixel Size = (34.591411839078859,-34.591411839078859)
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Metadata:
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AREA_OR_POINT=Area
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Image Structure Metadata:
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INTERLEAVE=BAND
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Corner Coordinates:
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Upper Left (-13927135.110, 5178117.270) (125d 6'34.50"W, 42d 6'51.50"N)
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Lower Left (-13927135.110, 3799580.326) (125d 6'34.50"W, 32d16'33.21"N)
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Upper Right (-12666831.611, 5178117.270) (113d47'17.10"W, 42d 6'51.50"N)
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Lower Right (-12666831.611, 3799580.326) (113d47'17.10"W, 32d16'33.21"N)
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Center (-13296983.361, 4488848.798) (119d26'55.80"W, 37d21'21.69"N)
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Band 1 Block=36434x1 Type=Int16, ColorInterp=Gray
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```
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You can see that the `PROJCRS[ID]` value is `"EPSG,3857"`, as expected. The "pixel size" is
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"34.591411...." and the "lengthunit" is "metre". But the number of pixels is different, and the
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shape is different, yet the coordinates of the bounding corners are the same as the original file's
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(the latitude and longitude given as the second tuple). This is all from the Web Mercator's different
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projection causing the aspect ratio to stretch horizontally, but it still represents the same area
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of the planet.
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## The one custom script
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So, the next step was use the shapefile to mask out the California border in the geotiff. Here is
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where GDAL failed me, and looking around now as I write this, I still can't find a specific GDAL
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tool for doing this. Given how useful I found all the other tools, I can't really complain, so I
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won't! It wasn't that hard to write something that would do it with other open source tools; I
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didn't even bother checking this into a git repo or anything:
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``` python
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#!/usr/bin/env python3
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import fiona # for reading the shapefile
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import rasterio # for working with the geotiff
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import rasterio.mask as rmask
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import sys
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def main():
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tif = sys.argv[1]
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msk = sys.argv[2]
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out = sys.argv[3]
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print("input: {tif}\nmask: {msk}\noutput: {out}".format(tif=tif, msk=msk, out=out))
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if input("Enter 'y' to continue: ").lower() != 'y': # double-check I don't stomp something I wanted to keep
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print("See ya.")
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return
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with fiona.open(msk, "r") as shapefile:
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shapes = [feature["geometry"] for feature in shapefile]
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with rasterio.open(tif) as in_tif:
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out_image, out_xform = rmask.mask(in_tif, shapes, filled=True, crop=True)
|
||
out_meta = in_tif.meta
|
||
out_meta.update({"driver": "GTiff",
|
||
"height": out_image.shape[1],
|
||
"width": out_image.shape[2],
|
||
"transform": out_xform})
|
||
for k, v in out_meta.items():
|
||
print("{}: {}".format(k, v)) # just outta curiosity
|
||
|
||
with rasterio.open(out, "w", **out_meta) as dest:
|
||
dest.write(out_image)
|
||
|
||
print("Wrote masked tif to {}".format(out))
|
||
|
||
return
|
||
|
||
if __name__ == "__main__":
|
||
main()
|
||
```
|
||
|
||
I include that just in case anyone else ever needs to do this, and doesn't find one of the hundreds
|
||
of other examples out there already. This one is nice because you don't need to pre-process the
|
||
shapefile into [GeoJSON](https://geojson.org/) or anything, the
|
||
[Fiona](https://pypi.org/project/Fiona/1.4.2/) package handles things like that transparently for
|
||
you, but don't think this is great Python or anything; it's the dumbest, quickest thing I could crap
|
||
out to do the task I needed to be done[^the-real-treasure-is-the-gd-treasure].
|
||
|
||
After running that script, I had a Web Mercator-projected geotiff that included data only for places
|
||
inside the state border of California. It was still enormous; the mask didn't change the shape and
|
||
you can't have non-rectangular images anyway, but at this point, I had the final desired
|
||
dataset. It was time to turn it into a heightmap that we could use to make a mesh.
|
||
|
||
## A usable heightmap
|
||
|
||
I've been trying to be careful about referring to the image file as a "dataset" or "geotiff", vs. a
|
||
"heightmap". A geotiff file is not a regular image file, it includes particular metadata and data
|
||
that is meant to be interpreted as a real map of the land; each pixel in it says something about an exact,
|
||
actual location in the real world.
|
||
|
||
A "heightmap" is an image file, like a geotiff, where each pixel's monochromatic intensity is meant
|
||
to represent height above some lowest plane. The difference is that the height values are normalized
|
||
so that the lowest value is 0, and the highest is the maximum possible value in the number
|
||
range. For geotiff digital elevation maps, which use 16-bit numbers as previously mentioned, that
|
||
maximum possible value is 65,535. But unlike a geotiff, a generic heightmap has no exact
|
||
correspondence with anything else; it's not necessarily an accurate dataset, and won't include the
|
||
GIS stuff like what projection it is, what the coordinate bounding boxes are, etc. But it *is*
|
||
useful for turning into a mesh.
|
||
|
||
And here I get to the [final GDAL tool](https://gdal.org/programs/gdal_translate.html) I used,
|
||
`gdal_translate`. This is something that can read in a geotiff, and write out a different image
|
||
format. When in doubt, [PNG](https://en.wikipedia.org/wiki/Portable_Network_Graphics) is fine, I
|
||
always say. It's a simple format that nearly everything can read, and is compressed so it should be
|
||
a much smaller file on disk, even if it's the same number of pixels. Smaller file size is always
|
||
easier.
|
||
|
||
> `gdal_translate -of PNG -ot UInt16 -scale -130 4412 0 65535 masked_ca_topo.tif heightmap.png`
|
||
|
||
Like we saw <a href="#minmax-height">earlier</a>, the lowest point we had in our data was -130
|
||
meters, and the highest was 4,412. The `-scale -130 4412 0 65535` arguments are saying, "anything
|
||
with a height of -130 should be totally dark, and anything with a height of 4,412 should be as
|
||
bright as possible, and anything in-between should be set proportionately." This is a linear
|
||
mapping, and preserves the relationships between vertical features (that is, if something is twice
|
||
as tall as another thing, that will still be true after being scaled), so in a sense, it's
|
||
"accurate" (*note: more foreshadowing*).
|
||
|
||
Once I had the PNG file, I used the [ImageMagick](https://imagemagick.org/script/convert.php) `convert`
|
||
command to resize the file down to a reasonable size. Finally, I had something I could use to make a
|
||
mesh:
|
||
|
||
![the heightmap made by doing a linear scale of height to brightness][scaled_heightmap]
|
||
|
||
Pretty cool, right? I thought so! The detail is pretty great; that bright spot near the top is
|
||
[Mt. Shasta](https://en.wikipedia.org/wiki/Mount_Shasta), for example;
|
||
[Mt. Whitney](https://en.wikipedia.org/wiki/Mount_Whitney) is slightly taller, but not by much, and
|
||
is part of a range so it doesn't stand out the way Shasta does. It was time to start making some 3D
|
||
geometry with the heightmap[^time-to-mesh]!
|
||
|
||
# A mesh is born
|
||
|
||
My next step was to figure out how exactly to turn that heightmap into a mesh. Some searching
|
||
assured me that [Blender](https://www.blender.org/), a free and open source 3D modeling package that
|
||
I'd dabbled with before, would work well. For example, here's a pretty high-level walk-through of
|
||
[how to use a heightmap to displace a mesh
|
||
plane](https://alanedwardes.com/blog/posts/create-meshes-from-height-maps-using-blender/), which is
|
||
definitely the first step I needed to take. Before too long, I had something that looked like this:
|
||
|
||
![a very pointy california topo][pointy-california]
|
||
|
||
At first glance, it looks OK, but there's so. much. detail. And it's very, very pointy; it just
|
||
looks jagged. Check out this close-up detail of Mt. Shasta:
|
||
|
||
![a very pointy mt shasta][pointy-shasta]
|
||
|
||
You can tell that would not be pleasant to touch, and being able to run your fingers along the shape
|
||
was a huge part of the appeal of the artifact.
|
||
|
||
## Back to the realm of images
|
||
|
||
Given that it seemed like there were a couple semi-related problems with there being too much
|
||
detail, my first thought was to blur the heightmap, and then reduce the size of it. I used the
|
||
ImageMagick `convert` command [to blur the image](https://legacy.imagemagick.org/Usage/blur/) a
|
||
couple rounds, and then resized it down:
|
||
|
||
![first attempt at blurring the heightmap][blurry-linear-hm]
|
||
|
||
This was a little better, but still not great. A few more rounds of blurring and shrinking got me
|
||
this:
|
||
|
||
![second round of blurring the heightmap][blurry-linear-hm-smaller]
|
||
|
||
With that version, I was able to produce some reasonably smooth-looking geometry in Blender:
|
||
|
||
![a slightly smoother mesh][smoother-california-mesh]
|
||
|
||
Or so I thought.
|
||
|
||
As you can see, it's still very pointy. A lot of the high-frequency detail has been removed, which
|
||
means it's not rough and jagged, but Shasta still looks ridiculous.
|
||
|
||
## A matter of scale
|
||
|
||
The problem was that I was doing a linear scaling of the height of features in the data, and the
|
||
required factors were so enormous that it distorted the geometry in an ugly way.
|
||
|
||
The State of California is very large, but for the sake of argument, let's pretend it's exactly 700
|
||
miles tall, from the southern tip to the northern border's latitude, going straight north; the real
|
||
length is close to that. Also for the sake of argument, let's say that the tallest mountain is 3
|
||
miles tall; the actual height is less than that, but that's OK. That means the ratio of height to
|
||
length is 3/700, or 0.0043-ish.
|
||
|
||
If you had a physically accurate topographic carving of California that was a foot long, the tallest
|
||
peak on the carving would be 0.0043 feet high, which is about 1/20th of an inch, or about 1.3
|
||
millimeters. You'd probably be able to tell with your fingers and even your eyes where Shasta was,
|
||
and see that there was a faint line from the Sierra Nevadas, but that would be it. That's why it's
|
||
so hard to see the details in the <a href="#raw-dem">raw elevation data</a> geotiff.
|
||
|
||
In order to be able to see any detail, and to meet expectations about what a topographic carving is
|
||
supposed to look like, the height of the highest peaks needs to be exaggerated by something like
|
||
10-20x. My problem was that I was doing a linear scale; I was making *everything* 10-20x taller than
|
||
it "should" be, which was causing everything to look stretched and weird.
|
||
|
||
And even with that amount of exaggeration, some features were not showing up. For example, [this
|
||
2,000-foot tall mound in the Sacramento Valley](https://en.wikipedia.org/wiki/Sutter_Buttes), which
|
||
is faintly visible in the heightmap, is almost not there in the resulting mesh. It's about 1/7th the
|
||
height of Shasta, which is not all that much, when Shasta was represented by something 0.75 inches
|
||
tall.
|
||
|
||
What I really needed was some non-linear way to scale the height, some way to exaggerate lower
|
||
altitudes more than higher ones. The highest points should stay as they were; they determine the
|
||
ultimate overall height, but as we saw, they overshadow lower features without a little help. An
|
||
easy way to do this is to take some fractional root (raise it to a power between 0.0 and 1.0) of the
|
||
linear scaling factor, and use that new value instead. For example, the graph of *x* raised to the
|
||
0.41th[^zero-forty-oneth] power looks like this:
|
||
|
||
![y = x^0.41 between 0 and 1][exp-plot]
|
||
|
||
Notice how values *at* 0 and 1 are the same as they would be with linear scaling, values *near* 0
|
||
rapidly get scaled upward, and by the time you get near 1, it looks almost linear again.
|
||
|
||
Luckily, `gdal_translate` has an option to do this kind of scaling, so it was a quick
|
||
|
||
> `gdal_translate -of PNG -ot UInt16 -scale -130 4412 0 65535 -exponent 0.41 ca_topo.tif
|
||
exponentially_scaled_heightmap.png`
|
||
|
||
and a couple rounds of blurring, and I had the following heightmap:
|
||
|
||
![a non-linearly scaled heightmap][lo-rez_exp_blurred]
|
||
|
||
which resulted in a mesh that looked something like this inside Blender:
|
||
|
||
![3D viewport in Blender showing a topo-displaced mesh that looks like
|
||
California][exp-scaled-blending]
|
||
|
||
Doesn't that look nicer? Notice how a bunch of things that were nearly invisible before, like that
|
||
mound near Sacramento, are easily visible. Check out the [Channel
|
||
Islands](https://en.wikipedia.org/wiki/Channel_Islands_(California)) now plain as day! I was feeling
|
||
pretty good about having this whole thing wrapped up shortly, only a little late for the birthday.
|
||
|
||
# A dark period
|
||
|
||
What followed was two frustrating weeks attempting to get a manifold mesh out of Blender that was
|
||
small enough, by which I mean number of vertices and edges, so that
|
||
[FreeCAD](https://www.freecadweb.org/) could turn it into an STP file. Unfortunately, FreeCAD was
|
||
not a good tool for working with meshes, like creating them from a heightmap, so I had to use two
|
||
different tools.
|
||
|
||
This also meant that I would run into limits due to translation overhead when going between
|
||
them. Let me explain. I'd get a mesh in Blender, export it to a neutral mesh format like
|
||
[OBJ](https://en.wikipedia.org/wiki/Wavefront_.obj_file) that both programs understand well, and it
|
||
would be a 60 megabyte file. My computer has 32 **giga**bytes, more than 500 times more memory than
|
||
that, so you'd think it would not be a problem.
|
||
|
||
The act of asking FreeCAD to import that OBJ file as a *mesh*, and not even as a solid body, caused
|
||
the memory use to go to 21 gigabytes. This is a lot, but the computer still had plenty of room left
|
||
in memory for things like "responding to the keyboard and mouse" or "redrawing the
|
||
screen". Everything at this point is still perfectly usable.
|
||
|
||
When I attempted to convert that mesh into a solid body, though, memory use ballooned up to
|
||
encompass all available RAM, and my system slowed to a nearly imperceptible crawl until my frantic
|
||
`ctrl-c`s were finally registered by the [signal
|
||
handlers](https://www.gnu.org/software/libc/manual/html_node/Termination-Signals.html) in FreeCAD
|
||
before I could use it again. This happened *a lot*. At last, <a href="#prophecy">the prophecy</a> had
|
||
come to pass.
|
||
|
||
I went through many rounds of attempting to clean up the mesh and reduce its complexity, but I don't
|
||
have many notes or intermediate artifacts from this time. A lot of that was being a beginner at both
|
||
Blender **and** FreeCAD, though there's so much educational material that I was rarely held back by
|
||
not knowing how to do a particular thing inside each program. A lot was inexperience in the domain;
|
||
I did not know how much detail was essential, and I did not have a lot of experience with digital
|
||
modeling in the first place. The workflow was very manual, and cycles were fairly long, which made
|
||
it hard to try a bunch of things in quick succession as experiments. All those things and more
|
||
conspired to make this portion of the process a total slog with very little to show of.
|
||
|
||
# Test prints
|
||
|
||
Finally, after a couple weeks of trying and failing to get something into FreeCAD that I could then
|
||
work with (like melding it with a thick base and trimming that base to follow the shape of the
|
||
state), I had had enough. I have some notes from the time, from right after I'd started a test print
|
||
of my latest model:
|
||
|
||
> I'm finally printing something out. I've given up on converting it into [something CAD-friendly];
|
||
it seems this is a Hard Problem, but I'm not sure why. My goal with doing that was to give a
|
||
CAD-friendly file to a local CNC milling shop, per their request, since when I suggested a
|
||
mesh-based file (STL), the guy was like "I can't do much manipulation with that to make it more
|
||
manufacturable, so a real CAD file would be best".
|
||
>
|
||
> But at least with an STL file, I can print it myself. So that's going now, we'll see how it turns
|
||
out in no less than eight hours.
|
||
>
|
||
> I haven't really done anything else with my computer besides this for a while.
|
||
|
||
When that print was done, here's what it looked like:
|
||
|
||
![a piece of literal dogshit][crappy_test_print]
|
||
|
||
In case you were not revolted enough, then please allow me to direct your gaze upon this eldritch abomination:
|
||
|
||
![close-up of extremely bad print results][crappy-close-up]
|
||
|
||
As bad as it looked, it felt even worse to touch. Setting aside the hideous base with its weird
|
||
artifacts due to those areas not being a single flat polygon, but rather several polygons that were
|
||
not parallel or co-planar (modeling artifact), there was still just too much high-frequency detail in the
|
||
terrain, and it was a total mismatch with the 3D printed medium.
|
||
|
||
The real thing was going to be carved out of wood by a [CNC
|
||
mill](https://all3dp.com/2/what-is-cnc-milling-simply-explained/), which uses a drill-like component
|
||
to carve away pieces of the material you're working with. This means that there's a tiny spinning
|
||
bit with a definite, finite size, and any detail in the model smaller than the end of that spinning
|
||
bit would likely be impossible to carve with it. This meant that all that high-frequency detail was
|
||
not only ugly, it was also completely unnecessary.
|
||
|
||
## Just try harder
|
||
|
||
I was eager to get something into the CNC shop's hands at this point, but I also knew that this
|
||
model was not acceptable. So, I resolved to brutally simplify the geometry until I got something
|
||
that was workable inside FreeCAD.
|
||
|
||
First off, I made the heightmap even smaller, only 500 pixels wide. Fewer pixels means fewer details
|
||
for turning into a displacement map for a mesh! I also removed the Channel Islands from the
|
||
heightmap, resulting in this final mesh displacement input:
|
||
|
||
![it's the final heightmap][final-heightmap]
|
||
*<center><sup><sub>it's the final heightmap (doot-doot-doot-doot,
|
||
doot-doot-doot-doot-doot)</sub></sup></center>*
|
||
|
||
Inside Blender, I'd gotten quite proficient at running through the steps to generate a mesh from a
|
||
heightmap, and once I'd done that, I went through several rounds of [mesh
|
||
simplification](https://graphics.stanford.edu/courses/cs468-10-fall/LectureSlides/08_Simplification.pdf);
|
||
the geometry was practically homeopathic.
|
||
|
||
![the final model in blender][final-model]
|
||
*<center><sup><sub>by the principles of homeopathy, the fewer the vertices, the more potent the mesh</sub></sup></center>*
|
||
|
||
Check out this close-up of Mt Shasta:
|
||
|
||
![close-up of Shasta in the final model][final-shasta]
|
||
*<center><sup><sub>a chonkier, less lonesome Mt Shasta</sub></sup></center>*
|
||
|
||
Present, but not obnoxious. I printed out another test print to make sure it looked as good in
|
||
physical reality:
|
||
|
||
![the final test print of the final model][final-print]
|
||
|
||
Verdict: yes. If you want, you can visit
|
||
[https://www.printables.com/model/240867-topographic-california](https://www.printables.com/model/240867-topographic-california)
|
||
and download the 3D printer file to print it yourself at home. If you don't have a 3D printer, you
|
||
can still look at and interact with a 3D model of it in the browser on that site, so it's still kind
|
||
of neat. A couple different strangers uploaded pictures of their prints of it, which I thought was
|
||
cool!
|
||
|
||
I brought the mesh into FreeCAD and finally was able to create the STP[^fancy-iges] file the shop had
|
||
asked for, a mere twenty-five days after I'd last spoken with them.
|
||
|
||
# Final cut
|
||
|
||
I emailed the file to the shop, and said,
|
||
|
||
> As modeled, there's probably more high-frequency detail in the mountains than is necessary, as I'm
|
||
> going for something that feels nice to the touch so smoother is better. It's also modeled at a
|
||
> slightly larger scale than necessary, though not too far off (it's 500x577mm, and I'm interested
|
||
> in the 400-500mm range for width; the relief height is in the 20-30mm range depending on scale). I
|
||
> was imagining it would be carved with contour cuts in some thick nice ply, though I'm happy to
|
||
> hear better ideas; I have literally no experience with making something like this.
|
||
|
||
The shop came back with,
|
||
|
||
> I can’t smooth out the cuts, I can only cut what is there. That being said, if I use a rounded cutter, it will round out the valleys but not the peaks as it won’t go into areas that it can’t reach.
|
||
>
|
||
> Hope that makes sense.
|
||
>
|
||
> Let me know if this will work for you or not. If you think it will, I will try to program the toolpaths and see what it will look like.
|
||
|
||
I definitely didn't want to lose the sharp seams in the bottoms of the valleys.
|
||
|
||
> Me: I guess what I was really saying is that if some detail is lost due to using a larger cutting
|
||
head that's probably fine. I wouldn't necessarily want the valleys to be made more concave than they
|
||
already are, though. Does that make sense?
|
||
>
|
||
> Shop: Yes, that makes sense. I can use a Vee cutter and it will cut the sharp edges in the
|
||
valleys."
|
||
|
||
It felt nice to be understood! Next came the issue of cost:
|
||
|
||
> I ran the numbers on both sizes using a .01” step-over cut, meaning that is how far apart the
|
||
> finish cuts will be from each other.
|
||
>
|
||
> You will probably see some tool marks depending on what type of material is used.
|
||
>
|
||
> The larger one is coming in at around $850.00 and the 12” one at $350.00.
|
||
>
|
||
> I can go tighter, say .005” step-over and it will probably not show many marks but I won’t know
|
||
> until I run it.
|
||
>
|
||
> If I do that it will double the cut time so close to doubling the price.
|
||
|
||
One of the things that my wife had said she wanted to do with the carving of California was sand and
|
||
finish it herself, so the coarser 0.01-inch step-over cut was not really a problem. Even the
|
||
0.005-inch cut would still require a final sanding before staining or sealing.
|
||
|
||
The "larger one" the shop referred to was for a 20-inch wide carving, which would be huge anyway; 12
|
||
inches was fine. Still, $350 was at the top of what I had hoped/expected to spend. I hoped it was
|
||
worth it!
|
||
|
||
After a few more back-and-forths and days, I got a message from the shop saying it was ready. They
|
||
also said,
|
||
|
||
> I decided to run these with half the original step-over, which means it takes twice as long but
|
||
> the finish is almost smooth. I think you will be pleased with it.
|
||
|
||
Whoa! This meant he had used the 0.005-inch cutting resolution, and the job had taken twice as long
|
||
as originally quoted. Like the [kind and generous tailor from *The Hudsucker
|
||
Proxy*](https://getyarn.io/yarn-clip/0f78e11f-df94-42e4-8bdf-b11c39326f7c), he had given me the
|
||
double-stitch anyway, even though I had insisted that single stitch was fine. I was very excited and
|
||
grateful, and couldn't wait to see it.
|
||
|
||
## Pics or it didn't happen
|
||
|
||
When I got there, it was almost exactly what I had imagined and hoped it would be. Obviously, you've
|
||
seen the photo at the top of the page, but please enjoy this CNC-carved topographic California porn.
|
||
|
||
![portrait of the whole state][wood-portrait]
|
||
*<center><sup><sub>some nice soft lighting</sub></sup></center>*
|
||
|
||
![our old friend, the Sutter Buttes][wood-buttes]
|
||
*<center><sup><sub>sutter buttes, we meet again</sub></sup></center>*
|
||
|
||
![down low view, like the shot from Blender][wood-blender]
|
||
*<center><sup><sub>recognize this angle, from blender?</sub></sup></center>*
|
||
|
||
![close up of Shasta][wood-shasta]
|
||
*<center><sup><sub>lookin' good, shasta</sub></sup></center>*
|
||
|
||
I wasn't the only one pleased with it; my wife was delighted when she saw it.
|
||
|
||
MISSION ACCOMPLISHED, HAPPY *<sub>belated</sub>* BIRTHDAY!
|
||
|
||
# Thank yous
|
||
|
||
Obviously, I have tons of people to thank for their help with this, either directly or
|
||
indirectly. First and foremost, my wife, for everything but especially the inspiration and also
|
||
patience with me during this process.
|
||
|
||
A close second goes to Steve at [Triumph CNC](https://www.triumphcnc.com/). He asked me what I was
|
||
going to do with it, and when I said give it to my wife as a gift, he said, "Oh, that's great! I
|
||
feel even better about using the smaller step-over now." If you need some CNC milling done in Los
|
||
Angeles, maybe give them a call!
|
||
|
||
Along the way during this journey I got a lot of feedback and suggestions from friends and
|
||
colleagues, so thank you, 'rades[^short-for-comrades]!
|
||
|
||
Of course, this would all have been unthinkably difficult not so long ago, but thanks to things like
|
||
NASA's missions and public GIS datasets, almost anyone can do something like this.
|
||
|
||
And not just public, government data and organizations, but private, passion-driven free software
|
||
projects like Blender and FreeCAD rival functionality available only in multi-thousand-dollar
|
||
commercial packages. I'm in awe of their accomplishments; they are true wonders of the modern world.
|
||
|
||
# Things I learned, and some lessons
|
||
|
||
I said early on that I knew basically nothing about any of this, and that was true. I had had some
|
||
earlier casual experience with both Blender and FreeCAD, and many, many years ago I had taken a
|
||
semester of engineering drafting my first year of college. But I knew basically nothing about GIS,
|
||
about the different map projections, about shapefiles, about any of the tools or jargon. Likewise,
|
||
I have no experience or instruction in any kind of CNC milling; my scant 3D printing experience
|
||
doesn't really apply.
|
||
|
||
This article is as close as I could get to serializing nearly everything I had to learn and do to
|
||
create that carving.
|
||
|
||
And at the time it was happening, it didn't feel like I was retaining all of it, or that I really,
|
||
truly understood everything I had done; I was hurrying as fast as I could toward a particular
|
||
goal. But in the course of writing this, I was basically retracing my steps, and found that I really
|
||
did have a pretty good handle on it. One of my favorite things to do is learn stuff, so this was a
|
||
great outcome for me!
|
||
|
||
If I were to do this again, or if I were starting for the first time with the benefit of someone
|
||
else's experience, there are obviously a few things I would do differently. First off, I'd see if I
|
||
could find a lower-resolution dataset. One arc second is way overkill; at the scale of a topo
|
||
carving that you can hold in your hands, a resolution of several arc *minutes* (one arc minute is
|
||
one [nautical mile](https://en.wikipedia.org/wiki/Nautical_mile), which is about 1.1 regular
|
||
(terrestrial?) miles) would probably be enough.
|
||
|
||
I'd also use the USGS [national map downloader](https://apps.nationalmap.gov/downloader/) site to
|
||
get just the California data; you can upload a shapefile and it'll give you back a masked
|
||
geotiff. If I had started from that, it would have shaved at least two weeks off the time it took me
|
||
to make the thing; I could have jumped immediately into being frustrated in Blender and FreeCAD.
|
||
|
||
Speaking of, I wish I could give some guidance on effectively using Blender and FreeCAD, but that's
|
||
a journey only you can plot. That's probably not true, but I still feel like a doofus in those
|
||
tools, so I don't feel like it's worth anyone's time to hear from me about them. Good luck in your
|
||
quest!
|
||
|
||
---
|
||
|
||
[wood-portrait]: wood-full-portrait.jpg "portrait shot of the whole carving"
|
||
|
||
[wood-buttes]: wood_sutter_buttes.jpg "our old friend, the Sutter Buttes"
|
||
|
||
[wood-blender]: wooden_like_blender.jpg "down low view, like the shot from Blender"
|
||
|
||
[wood-shasta]: wooden_shasta_close-up.jpg "close up of Shasta"
|
||
|
||
[final-print]: final_printed.jpg "the final test print of the final model"
|
||
|
||
[final-shasta]: final_shasta.png "close-up of Shasta in the final model"
|
||
|
||
[final-model]: final_ca_topo_blend.png "the final model in Blender"
|
||
|
||
[final-heightmap]: final_heightmap.png "it's the final heightmap (sick synthesizer riff blasts)"
|
||
|
||
[crappy-close-up]: crappy_test_print_close_up.jpg "close-up of extremely bad print results"
|
||
|
||
[main_image]: wood_ca_on_table.jpg "A plywood slab carved with CNC into a topographic representation of California"
|
||
|
||
[programmers_creed]: /images/programmers_creed.jpg "jfk overlaid with the programmer's creed: we do these things not because they are easy, but because we thought they were going to be easy"
|
||
|
||
[meshy-cube]: meshy-cube.png "an overly-complicated mesh of a cube"
|
||
|
||
[geotiff-files]: geotiff-files.png "the input geotiff files and the resulting 'ca_topo.tif' output file, which is 2.7 gigabytes"
|
||
|
||
[small_ca_topo]: small_ca_topo.png "a 'raw' heightmap of california and parts of nevada, arizona, and mexico"
|
||
|
||
[scaled_heightmap]: scaled_heightmap.png "the heightmap made by doing a linear mapping of height to brightness"
|
||
|
||
[pointy-california]: pointy_california_blending.png "the displaced mesh plane made from the first heightmap"
|
||
|
||
[pointy-shasta]: pointy_shasta_close-up.png "a very pointy mt shasta"
|
||
|
||
[blurry-linear-hm]: blurred_scaled_hm_3.png "first attempt at blurred heightmap"
|
||
|
||
[blurry-linear-hm-smaller]: lo-rez_blurred_hm3.png "second round of blurring the heightmap"
|
||
|
||
[smoother-california-mesh]: blending_california.png "slightly smoother mesh in blender"
|
||
|
||
[exp-plot]: exponential_plot.png "a graph of the function `y = x^0.41` between 0 and 1"
|
||
|
||
[lo-rez_exp_blurred]: lo-rez_exp_blurred.png "nearly final heightmap, using exponential scaling to exaggerate lower altitudes"
|
||
|
||
[exp-scaled-blending]: non-linear_scaling_of_ca_height_data.png "You can see how Shasta doesn't stick out so much when the other hills are brought up a bit relatively speaking"
|
||
|
||
[crappy_test_print]: ca_topo_crappy_test_print.png "a piece of literal dogshit"
|
||
|
||
[^introspection]: The conclusion upon examination was, "I just wasn't thinking".
|
||
|
||
[^math-computers]: I'm pretty sure this is more "represent shapes with math" than with a computer, but
|
||
the computer is helping us do the math and it's more relatable.
|
||
|
||
[^manifold_holes]: I *think* you could also have a 2D sheet with a hole cut out of it represented by
|
||
a mesh that is manifold, as long as the connectivity was correct in terms of how many shared edges
|
||
and vertices there were (though this would not be a valid STL file). Imagine a cloth sheet with a
|
||
hole cut out in the middle, and the edge of the hole hemmed or otherwise "sealed", which is then a
|
||
*manifold boundary*. See [this powerpoint
|
||
deck](https://pages.mtu.edu/~shene/COURSES/cs3621/SLIDES/Mesh.pdf) for a pretty math-y overview of
|
||
"mesh basics" (but not really that basic, that's just academics trolling us, don't let it bother
|
||
you). If I'm wrong about a 2D sheet with a hole being possibly manifold, I invite correction!
|
||
|
||
[^chekhovs-ram]: A textbook example of *Chekhov's Scarce Computational Resource*.
|
||
|
||
[^16-bit-ints]: Each pixel is 16 bits, so the possible values are from 0 to 2^16 - 1. 2^16 is 65536,
|
||
so there you go.
|
||
|
||
[^wgs-ellipsoid]: Technically, it's an arc along the WGS84 ellipsoid, which is a perfectly smooth
|
||
*smushed* sphere, which more closely matches the real shape of the Earth vs. a perfectly round sphere.
|
||
|
||
[^the-real-treasure-is-the-gd-treasure]: A friend posited at one point that my circuitous journey to
|
||
the end product was the point, but I assured him that every step I took was trying to get to the end
|
||
product as quickly and straightforwardly as possible. Still, I did in fact wind up learning a whole
|
||
shitload of stuff, which is nice, I GUESS.
|
||
|
||
[^time-to-mesh]: Based on the timestamps of the files in the directory where I was working on this
|
||
project, it took about ten days from the time I first downloaded a geotiff dataset to having the
|
||
heightmap shown above, so you can imagine all the dead-ends I went down and did not share in this
|
||
write-up.
|
||
|
||
[^zero-forty-oneth]: I think this was just the first fractional value that I tried, and it was fine.
|
||
|
||
[^fancy-iges]: I actually produced an [IGES](https://en.wikipedia.org/wiki/IGES) file; STP is basically
|
||
fancy IGES, and my model didn't include the extra info in STP files like material and color anyway.
|
||
|
||
[^short-for-comrades]: pronounced "rads", and is short for "comrades".
|