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- Starting from complete base layer, we want to move up the pyramid, producing
- zoom-appropriate vector tiles at each level. There is a fair amount of data
- duplication at low levels, since each key that intersects a geometry will have
- a separate copy of the geometry.
- The general action of moving up the tree is to re-key according to the next
- coarsest key layout (divide key col/row by 2), and to drop duplicate
- geometries, presumably by the (node/way/relation) id that generated it.
- Following this step, a filter can be applied to drop geometries that will not
- be used at higher zoom levels.
- There is also a potential for simplifying geometries at the same time as the
- filter operation. It's not clear what the simplification criteria should be
- at this point, but some-scale aware criteria (tuned to the vector tile pixel
- grid) would be ideal.
- A translation from geometries to vector tile should also happen at each zoom
- level. This will involve cutting geometries to the desired region—either a
- buffered zone, or to the edge of the VT boundary. A selection criteria will
- also be supplied to determine the entities that exist at each zoom level
- (buildings at zoom 15 and finer, highways only at high zoom levels, dirt roads
- at zoom 14 and finer, etc).
- Schematically:
- ```
- ┌──────────┐
- │ Zoom z-1 │
- └──────────┘
- ↑
- simplification
- ↑
- gathering
- ↑
- filtering
- ↑
- ╔═══════════╗ ┌─────────────┐
- ║ Zoom z ║ → selecting → clipping → │ VECTOR TILE │
- ╚═══════════╝ └─────────────┘
- ```
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