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<p style="margin-bottom:0in">Tim Bailey July 12, 2013</p><p style="margin-bottom:0in">GSOC week 4 check in</p><p style="margin-bottom:0in">Horizon based voxel interpolation</p>
<p style="margin-bottom:0in">This was an interesting week. After
thorough reconsideration of the foundational documents for this
project as well as reviewing about a dozen other three d
interpolation projects, I have settled on a methodology that I
believe resolves many of the outstanding issues. The vertical to
horizontal anisotropy problems are a rabbit hole that I do not need
to resolve during this process. Rather than get into the weeds of
benefits and liabilities of different interpolation operators, I
think that the best way to move forward is by deterministic flood
population of voxels. Clearly different disciplines have different
methods and needs for spatial approximations. In my estimation, the
end users decisions about what the appropriate geostatistical or
logical operator to apply should take place between generation of
conforming horizons, and the operation that generates the r3 map.
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<p style="margin-bottom:0in">The most important point of this is the
population of the r3 voxels will proceed through a deterministic
operator, which can be accomplished with existing tools. The various
approximations such as geostatistical operations can be accomplished
before the r3 map is initiated. The r3 map can essentially be flood
filled from points by selecting all the points in a tier and applying
v.voronoi, followed by v.to.rast. A data artifact from this process
is an arbitrary step pattern caused by sparse data. If you want to
smooth transitions you can introduce intermediate horizon
approximations based on the logical model of the operators choosing.
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</p>I have a proof of concept dataset which
I manually shepherded through what is at this point a ten step
transformation between a conforming horizon descriptions, and an r3
map. Next week I plan on continuing working on the generic wrapper
that manages the transformation of horizon intervals to voxels. Also
I will get my project wiki page up on very soon.<br><br></div>Have a good weekend<br><br></div>Tim<br><div><div><p style="margin-bottom:0in"><br>
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