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Nov 13th, 2018
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  1. Starting from complete base layer, we want to move up the pyramid, producing
  2. zoom-appropriate vector tiles at each level. There is a fair amount of data
  3. duplication at low levels, since each key that intersects a geometry will have
  4. a separate copy of the geometry.
  5.  
  6. The general action of moving up the tree is to re-key according to the next
  7. coarsest key layout (divide key col/row by 2), and to drop duplicate
  8. geometries, presumably by the (node/way/relation) id that generated it.
  9. Following this step, a filter can be applied to drop geometries that will not
  10. be used at higher zoom levels.
  11.  
  12. There is also a potential for simplifying geometries at the same time as the
  13. filter operation. It's not clear what the simplification criteria should be
  14. at this point, but some-scale aware criteria (tuned to the vector tile pixel
  15. grid) would be ideal.
  16.  
  17. A translation from geometries to vector tile should also happen at each zoom
  18. level. This will involve cutting geometries to the desired region—either a
  19. buffered zone, or to the edge of the VT boundary. A selection criteria will
  20. also be supplied to determine the entities that exist at each zoom level
  21. (buildings at zoom 15 and finer, highways only at high zoom levels, dirt roads
  22. at zoom 14 and finer, etc).
  23.  
  24. Schematically:
  25.  
  26. ```
  27. ┌──────────┐
  28. │ Zoom z-1 │
  29. └──────────┘
  30. simplification
  31. gathering
  32. filtering
  33. ╔═══════════╗ ┌─────────────┐
  34. ║ Zoom z ║ → selecting → clipping → │ VECTOR TILE │
  35. ╚═══════════╝ └─────────────┘
  36. ```
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