If there’s a science fair coming up, this trumps just about any 2D poster. It’s a 3D topographical map of an inactive Slovakian volcano, Poľana. [Peter Vojtek] came up an easy way to generate SVG topo patterns using Ruby.
Topographical data is available through the MapQuest API. You should be able to model just about any part of the world, but areas with the greatest elevation difference are going to yield the most interesting results. The work starts by defining a rectangular area using map coordinates and deciding the number of steps (sheets of paper representing this rectangle). The data are then chopped up into tables for each slice, converted to SVG points, and a file is spit out for the blade cutting machine. Of course you could up the game and laser cut these from more substantial stock. If you have tips for laser-cutting paper without singing the edges let us know. We’ve mostly seen failure when trying that.
The red model explained in [Peter’s] writeup uses small cross-pieces to hold the slices. We like the look of the Blue model which incorporates those crosses in the elevation representation. He doesn’t explain that specifically but it should be easy to figure out — rotate the rectangle and perform the slicing a second time, right?
If you’re looking for more fun with topography we’ve always been fond of [Caroline’s] bathymetric book.
Throughout the 1950s and early 1960s, the United States Army provided regular status reports to both its interior members and the American public through a half-hour documentary television show called The Big Picture. Since the program was produced by the government, every episode immediately entered the public domain. This particular report tells the story of the T-48 project that culminated in the 90mm M48 Patton tank.
The film opens by providing a brief history of tanks and the lessons learned about them between WWI and the Korean War. The Army sought a more robust vehicle that could handle a wide variety of climates and terrain, and so the process of information gathering began. After a series of meetings at the Pentagon in which all parties involved explored every facet, the project was approved, and a manila folder was officially designated to the project and labeled accordingly.
We then tour the R&D facility where new tank materials and components are developed and tested. It is here that the drive gears are put through their paces on a torsion machine. Air cleaners are pitted against each other to decide which can filter out the finest dust and sand. After careful analysis, different tank shell materials are test welded together with various, well-documented electrodes, and these panels are taken outside so their welds can be directly fired upon.
Continue reading “Retrotechtacular: The (Long, Arduous) Birth of a Tank”
Here’s another virtual sandbox meets real sandbox project. A team at UC Davis is behind this depth-mapped and digitally projected sandbox environment. The physical sandbox uses fine-grained sand which serves nicely as a projection surface as well as a building medium. It includes a Kinect depth camera over head, and an offset digital projector to add the virtual layer. As you dig or build elevation in parts of the box, the depth camera changes the projected view to match in real-time. As you can see after the break, this starts with topographical data, but can also include enhancements like the water feature seen above.
It’s a big step forward in resolution compared to the project from which the team took inspiration. We have already seen this concept used as an interactive game. But we wonder about the potential of using this to quickly generate natural environments for digital gameplay. Just build up your topography in sand, jump into the video game and make sure it’s got the attributes you want, then start adding in trees and structures.
Don’t miss the video demo embedded after the break.
Continue reading “Sandbox topographical play gets a big resolution boost”