P1: OTA/XYZ P2: ABC
JWST061-06 JWST061-Caers March 30, 2011 19:10 Printer Name: Yet to Come
6.2 OBJECT-BASED SIMULATION 95
For unconditional Boolean simulation with one object type, an Earth model can be
simply simulated without iteration by placing the objects randomly in the Earth model
grid and continuing until the desired proportion of objects is achieved. However, when
multiple interacting objects need to be placed in the same grid or when the placement
of objects need to follow certain rules, it is often necessary to “iterate,” for example by
moving the objects around until the rules expressed in the Boolean model are respected.
Iteration is required since it would be too hard to achieve this by a stroke of luck in
the first iteration. The same holds when there are data that need to be matched. These
iterative approaches start by generating an initial model that follows the pre-defined shape
description but does not necessarily fit the local data or follow all the rules. The most
critical part in making the iterative approach successful is the way in which a new object
model is generated, perturbed from the initial or current one. The type of perturbation
performed will determine how efficient the iterative process is, how well the final object
model matches the data and how well the pre-defined parameterization of object shapes
is maintained. One iteration step in this iterative scheme consists of:
r
proposing a perturbation of the current 3D Earth model;
r
accepting this perturbation with a certain probability ␣: this means that there is some
chance, namely 1 − ␣, that a model perturbation that improves the data matching will
be rejected. This is needed in order to cover as much as possible all possible spatial
configurations of objects that match equally well the data.
Several theories on so-called Markov chains (a process whereby the next iteration
accounts only for the previous one) have been developed on defining the optimal pertur-
bation and on determining the probability ␣ at each iteration step and are specific to the
type of objects present. These are not discussed in this book, as this is more advanced ma-
terial. Importing objects and arbitrarily morphing them to match the data could be done
easily. But then odd or unrealistic shapes may be generated. The key lies in determining
values for ␣ that achieve two goals: (1) matching data and (2) reflecting the predefined
Boolean model.
Regardless of the numerous smart implementations, the most challenging obstacle in
using object-based algorithms lies in the mismatch between the object parameterization
and the actual data. Some discrepancy exists between the simplified geometrical shapes
and actual occurrence in nature; reducing that discrepancy may call for considerable CPU
demand due to long iterations. It is often not possible to predict the level of discrepancy
prior to starting the object-based algorithms. While the object-based approach is a general
approach in the sense that any type of object could be modeled, the iterative approaches
to constraining such models to data are usually object specific.
A few examples of typical rules and geometries used on object simulation are shown
in Figure 6.2. Case 1 has a simple elliptical object randomly distributed with a proportion
of 30%. Case 2 shows the same elliptical object, but having a proportion that varies in
space according to the map shown in Figure 6.2 (red color meaning higher proportion).
Case 3 shows an Earth model constrained to the data of Figure 6.1. Case 3 shows