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General Forums => Open Beta Test => Topic started by: artik on June 13, 2016, 04:47:33 PM

Title: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: artik on June 13, 2016, 04:47:33 PM
Available at: http://cppcms.com/files/makeahmap/makeahmap-1.3alpha.zip

One of the major change in this version is an approach to water/elevation relations.

The biggest change with AH3 update from my point of view is requirement that all water being at 0 altitude and that beaches need so have some slope to look nice... So a entirely new method is provided:

1. All ground "Starts" at +30 feet (configurable water_to_land_range/water_to_land_slope) and beaches are created at range of -30 to +30 feet giving accurate representation of shore lines.
2. All rivers and lakes moved to 0 altitude (from both above and below sea level)
3. Terrain elevations are modified to rather preserve the gradient and not absolute elevation values. (see notes below)
4. You can control the maximal allowed elevation for lakes/rivers to prevent to big altitude modifications (lake_alt_limit)
5. River width is now specified in feet and by default only major rivers are drown
6. In order to calculate the altitude modifications makeahmap now depends on a GPU that supports OpenCL (most recent GPU does by default), if makeahmap fails to start telling that no OpenCL.dll found - just run makeahmap_cpu.exe (also it would run slower - typical altitude optimization will take 1-2 min on CPU vs 10-15 seconds on GPU)

Additional changes: Reverted back generation of splat types and clipboard maps.

What I need from you:

1. See how acceptable good water generation is. You can find "mem.pgm" image that is generated during makeahmap.exe run in its directory to see altitude modifications made for water handling
2. Please see how splat types look well, try to edit groundmapping.csv suggest improvements
3. Please Post the textual output of makeahmap runs (the elevation optimization stuff timings) see example

Quote
- Latitude, longitude range and scale
    Lat:     27.542     34.958
    Lon:     29.433     38.107
  Scale:      1.000
- Loading custom ground type mapping
- Loading GlobCover Data.
- Loading Digital Elevations Model data.
- Loading & processing shores data.
-- Total segments:1450523, maximal segment lenght:70.704
- Loading & processing rivers data...
--- Total river segments: 6612; max river segment length 7.940
  Complete
- Updateing altitudes...
-- Converting water bodies to elevations map
--- Iceles and Lakes
--- Rivers
-- Calculating elevation modifications to bring water to 0 feet
   Using:OpenCL solver running on GPU: GeForce GTX 960; computing units=8

         Grid|  Vertices| Time (s)|Iterations| Bandwidth GB/s
      256x256|     42261|    0.034|       223|   14.392
      512x512|    168587|    0.060|       346|   49.144
    1024x1024|    673420|    0.263|       536|   67.378
    2048x2048|   2691852|    1.440|       809|   73.943
    4096x4096|  10763723|    8.645|      1253|   76.032

    Total optimization time 10.442 s
    Maximal correction  range max=1678.000 min=-1368.000
    Maximal land modificationt to below 0 alt 623
- Fixing ground types according to shorelines shapes... Done
- Saving ground types: splattype.bmp... Done
- Saving elevation data .raw and .bmp... Done
-- Maximal altitude (for use with TE bmp import) is 9977 feet
- Generating clibboard map... Done

NOTE:

How altitudes are modified, we create a huge "membrane" over water areas (the boundary conditions) and see how it scratches between rivers lakes and sea (mem.pgm) - once it is calculated we extract it from the elevations to bring the water down to 0. The membrane is calculated to minimize the "stretching energy" thus trying to preserve the gradient - it allow to create very gradual altitude modifications too keep natural "terrain texture" look.

Waiting for comments
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: artik on June 14, 2016, 01:43:43 AM
I'm adding an illustration that describes the elevations modifications
that preserve local terrain features

(http://draw.to/static/d/1t1wef.png)

We stretch a new sea level over known water bodies using a 'rubber membrane'
Now we can gradually modify the elevations keeping all local terrain features.
Also absolute altitudes are changed but total perseption of the terrain is preserved

It works in both ways for positive and negative altitudes like Dead Sea.

There is an image called mem.pgm that shows the new calculated reference altitude that becomes the
new sea level
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: artik on June 15, 2016, 12:43:53 AM
Any input please, does it work for you, how the shorelines look like, any issues with running with opencl?

I need some feedback
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: captain1ma on June 15, 2016, 07:47:01 AM
im going to try this out as soon as possible.
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: artik on June 15, 2016, 03:53:28 PM
Version 1.4 Released:  http://cppcms.com/files/makeahmap/

- Improved documentation and default values of various parameters
- Fixed location of output debug files
- Small improvements in CPU solver.

I had also updated the wiki to reflect the changes in the new version:

http://www.hitechcreations.com/wiki/index.php/Terrain_Generation_From_Geographical_Data


Still waiting for inputs, most important:

1. How does new elevation model works for you
2. ground types mapping I need review and adjustments of globcover to splat index.
3. Does OpenCL version works well and how fast on your HW.
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: ghostdancer on June 19, 2016, 09:40:17 AM
Been traveling for business and family issues. Thanks for doing this and I am downloading this now to try it out. Will report back as I use it.
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: ghostdancer on June 19, 2016, 04:29:09 PM
Okay my anti-virus and Firewall definitely does not like your program. Simply turning off both though while a build map stopped them from blocking the program.

The splat map needs a little bit of work. I am testing your program by making a new Battle of Britain map. When I go eastward from the French coast the its a mix of sporadic blobs of beach scattered among the farmland for quites a distance inland.

Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: artik on June 19, 2016, 11:30:40 PM
Okay my anti-virus and Firewall definitely does not like your program. Simply turning off both though while a build map stopped them from blocking the program.

It is most likely because of the automatic downloads it does. If you run it again on the same region once all is downloaded does anti-virus still block it? If it is still blocking what is the message it tells?

The splat map needs a little bit of work. I am testing your program by making a new Battle of Britain map. When I go eastward from the French coast the its a mix of sporadic blobs of beach scattered among the farmland for quites a distance inland.

There is a file output/ground_coverage.bmp that describes the original ground types taken from globcover database.

There is a parameter in config.ini

type_mapping="groundmapping.csv"

You can uncomment it and edit the csv:

1st column is the original globcover values
2nd is splattype color
3rd is the globcover database description of the original value

Now you can play with it and adjust globcover data set to tiles and see what works best I indeed need to do more work on the mapping but also I need some input from community.

Also can you please post the output of the program. I want to see how sea level adjustments converges at different HW.
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: artik on June 22, 2016, 03:42:36 PM
Version 1.5beta  Released: http://cppcms.com/files/makeahmap/makeahmap-1.5beta.zip

Changes:

- Fixed 660 feet (1 edge of ground) alignmnent issue between water bodies and elevations
- Fixed crash when no altitude modifications are performed
- Fixed generation of raw file for maps smaller than 512x512 miles
- Improved debug output to color elevations map


Still waiting for the feedback and the textual output of your runs (I do need them)
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: Easyscor on June 22, 2016, 08:32:32 PM
Did the elevation numbers I passed along for the shorelines help?
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: artik on June 22, 2016, 10:23:44 PM
Did the elevation numbers I passed along for the shorelines help?

What do you mean?
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: Easyscor on June 22, 2016, 11:10:24 PM
Clearly not. nm
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: Devil 505 on June 22, 2016, 11:57:43 PM
So does this mean that all water in AH3 will be sea level?
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: artik on June 23, 2016, 12:22:23 AM
In AH2 there was a small terrain slope allowed for the areas with water, actually the water markings were separated from the elevations data.

In AH3 the water (sea) is defined as ground elevation below zero. It allows to create smooth beaches but it doesn't hold in real world data as lakes and rivers are almost always located at higher (or sometimes lower) altitude than mean sea level.

So my program needs to adjust terrain elevations bringing all the water bodies to the mean sea level, but also preserve local terrain features
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: hitech on June 23, 2016, 11:05:05 AM
In AH2 there was a small terrain slope allowed for the areas with water, actually the water markings were separated from the elevations data.

In AH3 the water (sea) is defined as ground elevation below zero. It allows to create smooth beaches but it doesn't hold in real world data as lakes and rivers are almost always located at higher (or sometimes lower) altitude than mean sea level.

So my program needs to adjust terrain elevations bringing all the water bodies to the mean sea level, but also preserve local terrain features

There are other ways to make lakes by simply anding a lake poly object (can be a simple water square) at the lake elevation. And then setting the ground elevation below the poly where you want the water to show.

HiTech
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: artik on June 23, 2016, 12:35:45 PM
There are other ways to make lakes by simply anding a lake poly object (can be a simple water square) at the lake elevation. And then setting the ground elevation below the poly where you want the water to show.

HiTech

Can you please give me more details regarding the poly lake object and how it is defined
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: 715 on June 23, 2016, 05:46:19 PM
There are other ways to make lakes by simply anding a lake poly object (can be a simple water square) at the lake elevation. And then setting the ground elevation below the poly where you want the water to show.

HiTech

Do you mean creating a square object that contains a lake, much like the city, HQ, town, etc square objects?  If so, what parameter defines it as water?  High specularity?  Wave "Detail"? 

Or do you mean creating an object that is a flat plane with "lake" properties and placing it at the lakes altitude and then pushing the ground below it down to below 0 ft?  If so, that would mean the shoreline would only be able to be drawn at the relatively low 4K resolution of the altitude grid?
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: hitech on June 23, 2016, 06:29:25 PM
I think option 2. It gives the same as ocean beaches now. For fine detail you can always use option1.
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: 715 on June 24, 2016, 11:56:08 AM
Can you please give me more details regarding the poly lake object and how it is defined

My thoughts on this (which may or may not be useful until Hitech replies):

What Hitech calls Option 2 would be the easiest and require very minor changes to your program.  You would push all water, despite it's altitude, to below 0 altitude and you would not use your membrane technique to morph the rest of the height map; just leave it as is.  At higher altitudes this leads to ridiculously deep lakes.  To fix that you effectively create a pane of glass painted to look like water and place it, at the lakes altitude, covering the "hole".  You create this object in AC3D and import it into AH3; this would involve:
 
   a) converting a GSHHG lake to a somewhat larger diameter flat plane 3D object for input into AC3D.  Also need a shoreline "subcollide" object to keep vehicles from driving into the water 
   b) give that object a diffuse texture file the color of the lake you're working on (using some algorithm to make water near the shore not as dark?)
   c) using the Object Editor to import that object and convert it to an AH3 object
   d) create a bright (255) 8 bit bmp and assign it to the specular map and also create relevant normal map, clutter map, detail ("wavy" sand detail) map for the lake object
   e) placing that object into your terrain at the proper location and orientation and set the height to the altitude of the lake

For high altitude lakes this could lead to very steep banks unless you got perfect registration between the lake and the height map.

Option 1 would involve much more work, is very complicated, and has severe limitations that really make it only useful for "Hero" lakes.  It does, however, allow arbitrarily high resolution.  It involves creating a "Square Object" that contains a lake (or lakes).  Square Objects are squares that replace the height map terrain with a 3D object of whatever resolution you want.  They can be 1 mile, 2 miles, or 4 miles square and they must be placed in the terrain on a defined grid (not just anywhere).  Also, square objects cannot touch each other.  (This is because the underlying height map is morphed at the edges of square obects so the ground connects without ridiculous vertical walls, so you need an area to make this transition.  Two square objects adjacent to each other could have a silly boundary of vertical cliffs.)  Square Objects are what are used to give even higher resolution to the ground topology (like in the Tank Town object of CraterMA).  The process is very complex.  To understand I suggest you use the AH3 Object Editor to Export the City4x4m object to AC3D then inspect that object in AC3D.  (Also look at all the texture bmps in the export folder.)  In AC3D, and in the texture bmps, you will see two small ponds.  Turn on polygons in AC3D and open the Hierarchy Window to view the structure.  Click off the "eye" for the "low" object (that's the low resolution LOD object) so you're only looking at the high resolution object (note you still have to create both low and high resolution LODs for all objects).  You'll also see a "water" object and a "subcollide" object.  You will also see that all the objects (except subcollide) are broken into sub objects in complicated hierarcy that I don't understand at all. Somehow you'd have to auto generate all this from water body data.  Perhaps something like this:

   a) limiting yourself to lakes that fit inside a 4 mile square (and that is limited to the quantized levels that square objects are allowed, i.e. a lake could not straddle the boundary)
   b) importing SRTM data at it's highest resolution, maybe even the 1 arc sec files, to create a ground polygonal grid at arbitrarily high resolution in AC3D (I have no clue how to do this)
   c) creating a shoreline "subcollide" object to keep vehicles from driving into the water (perhaps using the SRTM ".NUM" file info?)
   d) painting a diffuse texture for the entire 4 mile patch, hopefully one that matches the colors of the normal tile textures, with the water areas made the color you want OR
   d2) painting an alpha (_A) texture that only covers the water area so the underlying textures etc get painted everywhere that isn't wet and the wet areas get the color in d)
   e) creating a specular map that makes the water shiny and a detail map with the wave detail (the sand dune detail?) on the water areas
   f) finishing the square object in AH3 Object Editor by adding trees, buildings, etc. (not necessary if you choose d2, which is probably the better way)
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: artik on June 24, 2016, 03:50:16 PM
@715, @HTC

I see your points, several things:

1. The proposed way of creating lakes I assume wouldn't create actual lakes that a PT boat or TG can use them. Some of the rivers and lakes had significant WW2 actions - like Dnieper, Volga, Ladoga - and you do want to have an option to run a Destroyer or a PT boat there.
2. I still need lakes to be connected with rivers - how they would interact - what happens if pt boat drives from river to lake and other way (lots of rivers contain "lake area")
3. Using custom object and running it all with object editor would significantly complicate the terrain generation from user perspective, not talking about code modification and generation of custom object by makeahmap, when currently all you need is just to import 3 files.
4. And last but not the least - (especially for selfish me ;) ) is negative altitudes like Dead Sea or Sea of Galilee that are way below sea level and all the "flat terrain" looks very unnatural. Using the sea - level modifications I actually now recognize the relevant areas and see some distinct local features that were missing.

Quote
At higher altitudes this leads to ridiculously deep lakes.

No it does not. The technique I use tries to preserve local gradients so the modifications are very gradual, I checked several lakes at 1,500 feet altitude and they and the terrain around them look very natural (no deep canyons)

I suggest you to take a look on it - it is major difference from what I have done in makeahmap for AH2 that indeed created canyons sometimes. The global optimization approach for AH3 avoids this problem and solves some built-in issues like no negative altitudes.

Also it is good idea to put some limit to maximal altitude you allow the lakes to put - so if you have a small lake in a high mountain it wouldn't modify it too much.
There is a parameter: water_alt_limit that would remove all water bodies that their elevations is above that value.

The correct solution would be to allow water bodies to exist at all altitudes but I'm not sure it worth the effort - finally we play a game and what difference it makes a like at 0 or 1000 feet if it just - 20seconds for climb for most of planes. So as long as it looks like relevant terrain (from local perspective) I don't think it really matters weather the lakes are at 0 or at 1,000 feet altitude.
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: 715 on June 24, 2016, 05:00:43 PM
No it does not. The technique I use tries to preserve local gradients so the modifications are very gradual, I checked several lakes at 1,500 feet altitude and they and the terrain around them look very natural (no deep canyons)


You misunderstood me: I'm fully aware of your technique and impressed by it.  I was describing what one would do if one wanted lakes at altitude not equal to 0.  That is what the discussion was about.  I was trying to describe what I thought Hitech was saying.  I was saying that not morphing the surrounding terrain would lead to deep holes that could then be fixed by covering with a lake 3D "object".

All of your points are valid: for example I doubt PT boats would work and yes, the process is way more complex (that is part of what I was trying to get across). 

The obviously preferable solution is to hope Hitech finishes the river tracks and adds a lake feature (i.e. like a river but a polygon).
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: artik on June 30, 2016, 11:24:39 AM
Before I can do any further development I need several inputs:

1. Does the default program work for you or your fallback to CPU only version ?
2. How fast / efficient sea level optimisation works? I need the output logs of the program similar to ones I posted above.
3. Globcover Vs splat types - how well it configured? Give your inputs / adjustments of globcover.csv.


EDIT:
If you don't have time to do testing with TE just download latest version, and run it as is. It would download required files. Once it run first time I need you to run it two times more: makeahmap.exe and makeahmap_cpu.exe and provide the program output so I can see the relevant optimization performance information (copy the content of console and paste it there for regular and cpu version)

Thanks
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: Oddball-CAF on July 01, 2016, 10:18:34 AM

If you don't have time to do testing with TE just download latest version, and run it as is. It would download required files. Once it run first time I need you to run it two times more: makeahmap.exe and makeahmap_cpu.exe and provide the program output so I can see the relevant optimization performance information (copy the content of console and paste it there for regular and cpu version)

Thanks

Hi Artik,
  I've got -zero- experience with making maps, so I selected the above "option" to try and help out.
Here are my results:

using: makeahmap-1.5beta


(makeahmap.exe results)

- Latitude, longitude range and scale
    Lat:     27.542     34.958
    Lon:     29.433     38.107
  Scale:      4.000
- Loading GlobCover Data.
- Loading Digital Elevations Model data.
- Loading & processing shores data.
-- Total segments:1446655, maximal segment lenght:17.676
- Loading & processing rivers data...
--- Total river segments: 6649; max river segment length 1.985
  Complete
- Updateing altitudes...
-- Converting water bodies to elevations map
--- Iceles and Lakes
--- Rivers
-- Calculating elevation modifications to bring water to 0 feet
   Using:OpenCL solver running on GPU: GeForce GTX 970; computing units=13

         Grid|  Vertices| Time (s)|Iterations| Bandwidth GB/s
      256x256|     41447|    0.055|       222|    8.336
      512x512|    165367|    0.112|       380|   28.494
    1024x1024|    660538|    0.327|       667|   67.511

    Total optimization time 0.493 s
    Maximal correction  range max=2572.000 min=-1362.000
    Maximal land modificationt to below 0 alt 890
- Fixing ground types according to shorelines shapes... Done
- Saving ground types: splattype.bmp... Done
- Saving elevation data .raw and .bmp... Done
-- Maximal altitude (for use with TE bmp import) is 9790 feet
- Generating clibboard map... Done


Completed
Press Enter to exit...

==================================================================

(makeahmap_cpu.exe results)

- Latitude, longitude range and scale
    Lat:     27.542     34.958
    Lon:     29.433     38.107
  Scale:      4.000
- Loading GlobCover Data.
- Loading Digital Elevations Model data.
- Loading & processing shores data.
-- Total segments:1446655, maximal segment lenght:17.676
- Loading & processing rivers data...
--- Total river segments: 6649; max river segment length 1.985
  Complete
- Updateing altitudes...
-- Converting water bodies to elevations map
--- Iceles and Lakes
--- Rivers
-- Calculating elevation modifications to bring water to 0 feet
   Using:CPU Solver running on Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz; 8 threads

         Grid|  Vertices| Time (s)|Iterations| Bandwidth GB/s
      256x256|     41447|    0.017|       222|   36.664
      512x512|    165367|    0.075|       380|   59.032
    1024x1024|    660538|    0.979|       667|   31.792

    Total optimization time 1.072 s
    Maximal correction  range max=2572.000 min=-1362.000
    Maximal land modificationt to below 0 alt 890
- Fixing ground types according to shorelines shapes... Done
- Saving ground types: splattype.bmp... Done
- Saving elevation data .raw and .bmp... Done
-- Maximal altitude (for use with TE bmp import) is 9790 feet
- Generating clibboard map... Done


Completed
Press Enter to exit...
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: artik on July 01, 2016, 12:41:07 PM
Hi Artik,
  I've got -zero- experience with making maps, so I selected the above "option" to try and help out.
Here are my results:

Thanks a lot, it is very valuable.

Can you please do just one more thing?

Edit the config.ini file (with notepad or any other textual editor) and change

map_size=128

in line 12 to

map_size=512

and

Under
# Israel Area
lat=31.25
lon=33.77
scale=4.0


in line 44 change the
scale=4.0

to

scale=1.0

And give me the programs output once again.

Apparently I forgot the default settings as for small terrain and I wanted to see how optimization works on biggest one.

Thanks a lot!

Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: Oddball-CAF on July 03, 2016, 01:47:02 PM
Hi Artik,
  Here's my results after modifying the "config.ini" file per your request:

2ND TRY FOR ARTIK
(makeahmap.exe results)

- Latitude, longitude range and scale
    Lat:     27.542     34.958
    Lon:     29.433     38.107
  Scale:      1.000
- Loading GlobCover Data.
- Loading Digital Elevations Model data.
- Loading & processing shores data.
-- Total segments:1452546, maximal segment lenght:70.704
- Loading & processing rivers data...
--- Total river segments: 6651; max river segment length 7.940
  Complete
- Updateing altitudes...
-- Converting water bodies to elevations map
--- Iceles and Lakes
--- Rivers
-- Calculating elevation modifications to bring water to 0 feet
   Using:OpenCL solver running on GPU: GeForce GTX 970; computing units=13

         Grid|  Vertices| Time (s)|Iterations| Bandwidth GB/s
      256x256|     42157|    0.054|       226|    8.468
      512x512|    168163|    0.083|       290|   29.660
    1024x1024|    671751|    0.261|       547|   70.203
    2048x2048|   2685299|    1.010|       815|  107.780
    4096x4096|  10737158|    6.389|      1563|  129.176

    Total optimization time 7.796 s
    Maximal correction  range max=2125.000 min=-1368.000
    Maximal land modificationt to below 0 alt 474
- Fixing ground types according to shorelines shapes... Done
- Saving ground types: splattype.bmp... Done
- Saving elevation data .raw and .bmp... Done
-- Maximal altitude (for use with TE bmp import) is 10019 feet
- Generating clibboard map... Done


Completed
Press Enter to exit...

==============================================================

makeahmap_cpu.exe results

- Latitude, longitude range and scale
    Lat:     27.542     34.958
    Lon:     29.433     38.107
  Scale:      1.000
- Loading GlobCover Data.
- Loading Digital Elevations Model data.
- Loading & processing shores data.
-- Total segments:1452546, maximal segment lenght:70.704
- Loading & processing rivers data...
--- Total river segments: 6651; max river segment length 7.940
  Complete
- Updateing altitudes...
-- Converting water bodies to elevations map
--- Iceles and Lakes
--- Rivers
-- Calculating elevation modifications to bring water to 0 feet
   Using:CPU Solver running on Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz; 8 threads

         Grid|  Vertices| Time (s)|Iterations| Bandwidth GB/s
      256x256|     42157|    0.018|       226|   38.692
      512x512|    168163|    0.059|       290|   59.186
    1024x1024|    671751|    0.829|       547|   31.416
    2048x2048|   2685299|    6.485|       815|   23.881
    4096x4096|  10737158|   50.741|      1563|   23.410

    Total optimization time 58.131 s
    Maximal correction  range max=2125.000 min=-1368.000
    Maximal land modificationt to below 0 alt 474
- Fixing ground types according to shorelines shapes... Done
- Saving ground types: splattype.bmp... Done
- Saving elevation data .raw and .bmp... Done
-- Maximal altitude (for use with TE bmp import) is 10019 feet
- Generating clibboard map... Done


Completed
Press Enter to exit...
=============================================================================

Regards, Odd
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: artik on July 03, 2016, 02:49:04 PM
@Oddball-CAF

Thanks a lot, it looks like even on high end graphics cards the performance of the optimizer is limited or very close to be limited by the GPU memory bandwidth. Also it seems that both holds for CPU and GPU.

Anybody with AMD/ATI Graphics Card?
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: Bizman on July 04, 2016, 03:54:19 AM
Radeon HD 6970

- Latitude, longitude range and scale
    Lat:     27.542     34.958
    Lon:     29.433     38.107
  Scale:      1.000
- Loading GlobCover Data.
- Loading Digital Elevations Model data.
- Loading & processing shores data.
-- Total segments:1452546, maximal segment lenght:70.704
- Loading & processing rivers data...
--- Total river segments: 6651; max river segment length 7.940
  Complete
- Updateing altitudes...
-- Converting water bodies to elevations map
--- Iceles and Lakes
--- Rivers
-- Calculating elevation modifications to bring water to 0 feet
   NOTE: No GPU OpenCL support avalible, falling back to CPU
   Using:CPU Solver running on Intel(R) Core(TM)2 Duo CPU     E8500  @ 3.16GHz;
2 threads

         Grid|  Vertices| Time (s)|Iterations| Bandwidth GB/s
      256x256|     42157|    0.078|       226|   10.546
      512x512|    168163|    0.421|       290|    8.095
    1024x1024|    671751|    4.758|       547|    5.451
    2048x2048|   2685299|   29.718|       815|    5.210
    4096x4096|  10737158|  231.911|      1563|    5.120

    Total optimization time 266.887 s
    Maximal correction  range max=2125.000 min=-1368.000
    Maximal land modificationt to below 0 alt 474
- Fixing ground types according to shorelines shapes... Done
- Saving ground types: splattype.bmp... Done
- Saving elevation data .raw and .bmp... Done
-- Maximal altitude (for use with TE bmp import) is 10019 feet
- Generating clibboard map... Done


Completed
Press Enter to exit...


================================================================================

- Latitude, longitude range and scale
    Lat:     27.542     34.958
    Lon:     29.433     38.107
  Scale:      1.000
- Loading GlobCover Data.
- Loading Digital Elevations Model data.
- Loading & processing shores data.
-- Total segments:1452546, maximal segment lenght:70.704
- Loading & processing rivers data...
--- Total river segments: 6651; max river segment length 7.940
  Complete
- Updateing altitudes...
-- Converting water bodies to elevations map
--- Iceles and Lakes
--- Rivers
-- Calculating elevation modifications to bring water to 0 feet
   Using:CPU Solver running on Intel(R) Core(TM)2 Duo CPU     E8500  @ 3.16GHz;
2 threads

         Grid|  Vertices| Time (s)|Iterations| Bandwidth GB/s
      256x256|     42157|    0.031|       226|   21.091
      512x512|    168163|    0.421|       290|    8.407
    1024x1024|    671751|    4.555|       547|    5.694
    2048x2048|   2685299|   28.673|       815|    5.398
    4096x4096|  10737158|  220.943|      1563|    5.374

    Total optimization time 254.624 s
    Maximal correction  range max=2125.000 min=-1368.000
    Maximal land modificationt to below 0 alt 474
- Fixing ground types according to shorelines shapes... Done
- Saving ground types: splattype.bmp... Done
- Saving elevation data .raw and .bmp... Done
-- Maximal altitude (for use with TE bmp import) is 10019 feet
- Generating clibboard map... Done


Completed
Press Enter to exit...
Title: Re: Makeahmap 1.3Alpha for AH3 terrain editor
Post by: artik on July 04, 2016, 05:11:41 AM
Thanks it is very interesting,

According to the specs it supports OpenCL 1.1, the relevant Dll exist and CPU opencl support installed, but yet it fails to find opencl  gpu support. Strange...