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Grand Canyon National Park covers
almost 5000 square kilometers and most of the last 2000 million
years of geologic time, nearly half the age of the planet. |
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Standing on the rim, visitors marvel
at the scenic beauty but catch only a glimpse of the canyon's
greater secrets. |
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Some descend into the canyon depths
and gain a new perspective, but may emerge with no greater understanding. |
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Computer-based imagery frees us
from the limits of ground based observation and allows us to
change the ways in which we view and interpret the topography. |
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This virtual Grand Canyon was
built and rendered in Visual Nature Studio, a GIS terrain visualization
and animation software package from the talented folks at 3D
Nature in Arvada, Colorado. To find out more, visit them on the
web at www.3DNature.com.
All data was obtained from public sources on the internet.
This is a typical project in
the world of documentary and reconstruction illustration. Funding
for a few days of work and heavily reliant on an artist who is
also a scientist and historian. |
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This northwest looking perspective
view of the Grand Canyon area covers longitude 111.7 to 112.5
degrees west and latitude 36 to 36.5 degrees north. The terrain
is lit by 10 am April sunlight.
The terrain was generated from
28 U.S. Geological Survey SDTS data files. We're looking at more
than 43 million data points on a 10-meter grid. Rendered at the
lowest level of detail, this includes more than 87 million polygons.
At the highest level of detail, there would be more than a billion
polygons! This 1024x768 image rendered in less than 30 minutes
on a 1.2 GHz Athlon PC. |
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As with any good story, we need
an establishing shot. While the view we have may show the terrain,
it isn't very exciting. We're fortunate in Arizona to have online
access to the Arizona
Regional Image Archive, or ARIA, at the University of Arizona.
You can download everything from digital versions of USGS topographic
maps to Landsat imagery. Here, Landsat bands 3, 2, and 1 were
combined in Photoshop and color corrected to create a 150 Mb
composite image. |
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Image metadata provided UTM georeferencing
information that made it easy to import, register, and drape
the image over the terrain. This works great for natural looking
terrain from higher camera elevations. |
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Here's a planimetric view. Let's
drop the camera down and look north over Grand Canyon Village.
Grand Canyon Village is on the South Rim near the middle bottom
of this render. |
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We can see the Bright Angel Canyon
where the Bright Angel Trail starts from the South Rim. It descends
into the Devil's Corkscrew and Granite Gorge, crosses the Colorado
River, and climbs as the North Kaibab Trail to the North Rim.
It's about 6.5 km from the lower left to the lower right. |
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That's all well and good, but there's
more to the canyon than just scenic vistas. Rock strata exposed
here cover almost 2 billion years of geologic time and are fairly
undisturbed as geology goes. |
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This geologic map by George H. Billingsley
is from the USGS Geologic Investigations Series I-2688.
The vector map was rasterized to a 250 Mb high-resolution image.
The map covers 60 minutes of longitude, 30 minutes of latitude,
and was easily georeferenced. |
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Here's the Grand Canyon Village
view again with the geological map overlay. We can now see the
Bright Angel Fault, the structural feature that led to the development
of Bright Angel Canyon. While it may be interesting to geologists,
it's more than a little confusing for the typical viewer. |
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Here, we've removed the color
map from the render equation. Rock unit colors tint the terrain
according to a simplified stratigraphy, making the basic geology
easier to read. There are two structural geology factors we had
to take into account when applying this ground texture scheme.
First, there was vertical movement
along the Bright Angel Fault, so contacts between rock units
have different elevations on the east and west sides of the fault.
This was remedied by creating separate vector-bounded ground
effects on each side of the fault and adjusting their respective
elevations accordingly.
The second factor is that although
the rock layers appear to be horizontal, they actually dip a
little to the south on this side of the uplift. To illustrate
this, let's drop a camera down into Pipe Creek Canyon looking
north. Pipe Canyon is in the lower right quarter of the image. |
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This north facing camera is hovering
above the Tonto Plateau east of the Bright Angel Fault. The rendered
contacts between colored rock units are horizontal. You can see
that terrain feature contacts, like plateaus and cliffs, increase
in elevation northward up the canyon. |
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Introducing an increase in contact
elevation with increasing latitude gives the strata just the
dip we need. The rendered rock unit contacts now follow the terrain
contact features. |
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Colors are an excellent tool for
setting scene parameters and, in this case, illustrating simplified
geology. Let's replace the simple geologic time-coded rock colors
with color textures more suggestive of the rocks themselves. |
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Next comes bump mapping to lend
a subtle 3-dimensional textured look. As you relate these rock
textures to the real world, don't worry too much about the textures
on shallow slopes and plateau benches. These will be covered
with vegetation by the time we finish the project. |
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Lowermost in the the geologic column
is the Vishnu Schist, a dark metamorphic rock more than a billion
years old. It is shown here in the Inner Gorge looking downstream
from Plateau Point. It's marbled appearance comes from veins
of lighter colored rock, the Zoroaster Granite. |
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A marble-based procedural texture
was used to simulate the Vishnu Schist in VNS. |
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Next up is the Cambrian age Tapeats
Sandstone, laid down in the shallows along an ancient coastline.
It's fairly resistant to erosion and forms cliffs. Here we're
looking southeast into the Devil's Corkscrew and Pipe Canyon.
The Tapeats Sandstone rests unconformably on the Vishnu Schist
above the center of this slide. |
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This is a closer view from the South
Kaibab Trail. The rock shows distinct stratification and vertical
jointing. The cliffs are vertically stained from millions of
years of outwash from the overlying sediments. The virtual Tapeats
shows similar stratification, jointing, and vertical staining. |
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As the shoreline migrated east,
the water deepened and the muddy Bright Angel Shale was deposited.
Shales are easily eroded and form slopes in the Canyon. You can
see it cross the center of this slide, a view northeast from
the Grandview Trail. The Tapeats Sandstone, Bright Angel Shale,
and Muav Limestone make up the Tonto Group and take us up to
about 500 million years ago. |
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The cliff-forming Mississippian
Redwall Limestone derives its color from the Supai sediments
above it. This northeast facing view was taken from Desert View. |
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Like the Tapeats Sandstone, the
Redwall Limestone shows heavy staining from Supai outwash above
it. Colors include white calcium carbonate deposits, gray limestone,
vertical streaks of brown Supai staining, and the deep browns
and blacks of desert varnish. These colors are interrupted where
sections of rock have separated from the cliff in blocks or arcuate
spalls. |
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The Pennsylvanian Supai Group
includes sandstones, mudstones, limestones, conglomerate, and
gypsum. It forms a steep broken slope.
It's virtual counterpart reflects
the different strata, both in color and bump mapping. Subtle
vertical color variations simulate detritus slopes. |
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While the Permian Hermit Shale tops
this group but doesn't geologically belong to it, I've included
it because its color and texture is similar. |
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The Coconino Sandstone was an extensive
coastal dune sea that covered the 4 Corners region in Permian
time. Cross-bedding etches the surface; brown and gray streaks
vertically stain it. |
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It's topped by the slope forming
Toroweap Limestone and cliff forming Kaibab Limestone, both of
Permian Age. This view from Maricopa Point looks back toward
Grand Canyon Village and the top of the Bright Angel Trail. |
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The Kaibab Limestone is well exposed
along the South Rim, here at Grand View. |
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That closes out the Paleozoic Era
in the Grand Canyon and takes care of the geology lesson. Now
it's time to start growing things. |
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With Visual Nature Studio, we have
3 ways we can add Ecosystems: unbounded using Rules of Nature
(TM), vector-bounded Ecosystems, and via Color Maps. Which method
you choose depends on your project goals as well as what data
is available and how long you have to create the scene. |
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The first option is the easiest
to set up and reflects a perfect world approach. You set the
rules for ecosystem placement and the software does the work
for you. You choose factors like the upper elevation limit, slope
range, and foliage type and density, to name a few. |
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This is great for idealized scenes
when no other data is available. Five Ecosystems or life zones
were used for this scene. From the bottom up we see the Lower
Sonoran, Upper Sonoran Grassland, the Upper Sonoran Piñon,
Transition, and Boreal Forest ecosystems.
This technique is great for attractive
illustrations, but isn't a good choice for real-world accuracy.
Rules, no matter how well developed, can't reproduce the chain
of random and manmade events that culminate in the scenes we
see around us. |
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Which takes us to the second option.
Vector ecosystems can be imported and used to place foliage assemblages.
Even better are ecosystem shapefiles with attributes defining
the ecosystem type, density, and height range. These can be used
to automatically populate a scene containing hundreds or thousands
of vectors. |
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Here's a section of Yellowstone
National Park. A great deal of GIS data is available online at
the Wyoming
Natural Resources Data Clearinghouse, mostly as a result
of individual projects at the University of Wyoming. The red
lines are shapefile vectors. Colors represent shapefile land
cover classifications, by primary and secondary landcover type.
Each shapefile contains density information for the vector area
which is used create foliage densities in the final render. |
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A Color Map can be used to drape
an image over the terrain, like the geologic map we used earlier.
Colors in the map can also be used to place Ecosystems. And we
just happen to have one suitable for the task at hand. |
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This is the National Land Cover Data, or NLCD, image
for Arizona. This data is part of a cooperative project between
the USGS and US EPA and is based on 30-meter Landsat thematic
mapper (TM) data. It's a 450 Mb Geo-TIFF with georeferencing
embedded in the file. |
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Here's a planimetric view with the
NLCD image draped as a Color Map to color the terrain. Each color
in the image represents a class of land cover. |
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In the Grand Canyon Village view,
we're close enough to the image that we can see pixels, which
may take something away from the idyllic canyon scene we're trying
to create. Once we assign Ecosystems to colors, we'll randomize
these edges and no one will be the wiser.
The 5 canyon Ecosystems were
assigned to their respective land cover class colors in the NLCD
Color Map. |
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When rendered, the Ecosystems
were placed according to their respective colors in the NLCD
Color Map.
I took some creative license
and assigned the residential and commercial area colors around
Grand Canyon Village to natural Ecosystems. Render time: 20 minutes. |
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Now for the inner canyon view with
same NLCD Ecosystem distribution. |
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Atmospheric haze is added to further
enhance realism. Haze has lightened the dark rock to the intensity
we're looking for. |
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The Grand Canyon Village view, complete
with haze. |
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For comparison, here's an early
morning spring shot from an overlook at Grand Canyon Village.
As long as we're here, let's
take a side trip east to Wupatki National Monument. |
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Around 1064 AD, according to tree-ring
dating, Sunset Crater erupted north of modern- day Flagstaff,
Arizona. The eruption left a blanket of cinders and ash across
the high desert region, including the area now bounded by Wupatki
National Monument. These deposits made limited farming possible
and attracted a melting pot of cultures to the previously uninhabited
area. |
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It is estimated that several
thousand people lived in the area during the 12th century until
soil fertility gave out. Wukoki is one of several Anasazi and
Sinagua structures dotting the area.
This is a modern day view of
the pueblo site, less the pueblo ruins. Yet another example of
a project that only had funding for a few days of work. |
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1100 AD. Close your eyes and drift
back 900 years. According to pollen studies, the climate was
wetter. We've increased the understory grass and bush density,
added a few oak trees, increased the overstory piñon pine
height, and added ponderosa pine. Oak prefer more moist soil
so we restricted it to locally depressed areas in the terrain. |
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1150 AD. Pueblo construction is
finished. This model was designed to blend in with the established
landscape illustration style. The rocky outcrop on which the
pueblo sits is also a 3D model created in LightWave, imported
into World Construction Set, and textured to match the surround
terrain. |
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This comparison view looks northeast
along the east plaza wall toward the main pueblo structure. |
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1150 AD. Here's the 1100 AD view
with the pueblo in place. Yes, you guessed it, all that work
to put an itty-bitty pueblo into the scene. :) |
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