Maps and Legends 7 TECHNICAL DETAILS It has been said that the making of a good map requires a compromise between all sorts of distortions so that in the end none is too objectionable. Some maps keep area true at the expense of shape while others keep local directions exact but alter dimensions. The projections available in "Maps and Legends: The Cartographer" cover both of these kinds of maps and more. By studying the differences between the projections that you can make with this program you will see how these compromises can be handled to produce maps that are both effective and pleasing to view. In this section we present some background information on each of the projections available in Maps and Legends. For those who are mathematically inclined we have also provided the formulae that describe each projection. Cylindrical Projection The cylindrical projection provided in "Maps and Legends" is the rectangular even-spaced projection. It is one of the simplest projections to express mathematically. As its name implies, this projection results from projecting surface features outward onto a cylinder which is wrapped about the earth and aligned north and south. Parallels and meridians form straight horizontal and vertical lines, and a given change in latitude or longitude corresponds to the same horizontal or vertical distance anywhere on the map. The formulae which relate latitude and longitude to horizontal (x) and vertical (y) position on the map are: x = a * (longitude) - b y = c * (latitude) - d In these expressions (and those which follow) a, b, c, and d are constants which are determined from your specification of the map coordinates to be displayed on the screen. With the "Cylindrical" projection option of Maps and Legends you specify the region to be mapped in both latitude and longitude. As a result, you control the relative scales in these two directions (a and c). You can choose any region of the globe to appear within the screen. You can also use this feature to distort your map by stretching it in latitude or longitude. Some interesting effects can be produced this way. The disadvantage of this method is that you must use care if you want your map to show the same distance scale in both dimensions. Mercator Projection: The Mercator Projection is named for its developer, the great Dutch cartographer Gerard Mercator (1512 - 1594). In Maps and Page 15 Maps and Legends Legends this projection is available as one of the "World Map" projections. The Mercator projection is closely related to the cylindrical projection, but it differs in a very important way. In the Mercator projection a given angular distance in latitude corresponds to a greater distance on the map closer to either pole. As a result, areas nearer the poles appear larger than they really are. The great advantage of this projection is that straight lines on the map show true compass direction. Thus to sail a ship from one point to another, one had only to sail to the compass course indicated by a straight line on Mercator's map. The path that resulted may not be the shortest path, but it would get you to your destination. This is why Mercator's projection was so significant to the world navigators of his time. The great disadvantage of the Mercator projection is the distorted picture that it presents of the relative areas of various regions of the world. Accustomed to the Mercator projection from maps studied in school, few people can believe that South America is really more than nine times larger in area than Greenland. Mathematically, the Mercator projection is expressed as: x = a * (longitude) - b y = c - a * log{ tan[(pi/2 - latitude) / 2] } The constants a, b, and c are determined in Maps and Legends to produce horizontal and vertical scales in the proper ratio and to center the map at the longitude which you enter in the dialog. Because of the way the Mercator projection is constructed, a finite map can never show the poles. In Maps and Legends the overall scale is defined to show the major land areas of the world well. If the scale were decreased to display Antarctica, for example, the rest of the world would appear quite small. Conic Projections: To understand how a conic projection is defined, imagine the earth inside an ice cream cone (for southern hemisphere projections), or wearing a dunce cap (for maps in the northern hemisphere). Features are projected onto the map from the center of the earth, and the map is displayed by cutting the cone and unrolling it. The conic projection was first published by Ptolemy in the 2nd century A.D. Conic projections are at their best for showing regions Page 16 Maps and Legends of the world that span a wide range of longitudes in the mid- latitudes, like the continental US. A conic projection is exact on the parallel (or parallels) where the cone intersects the earth. (The cone can be made a bit smaller, to cut the earth along two parallels.) These parallels are called the standard parallels of the map. The latitude of the standard parallels determines the angle of the cone. Conic projections encompass a large family of map projections, some of which also go by other names. If, for example, the standard parallel of the conic projection is the equator, the cone becomes a cylinder and a cylindrical projection results. If the standard parallel is at the pole, the cone flattens into a sheet and the projection is the same as the azimuthal equidistant projection described below. If you request a conic projection covering a large longitude range near a pole, the cone on which the map is projected, when unrolled, will not fill the display. This is not a problem with the program, it's just the way the conic projection works. Maps drawn with the conic projection can be quite accurate in scale. However, the distortions in direction produced by the conic projection are responsible for the fact that many Americans think Washington and Maine are farther north than Minnesota. In this program, standard parallels are chosen that split the center meridian 1/4 from the top and the bottom of the region that you select. (Unless, of course, you have chosen a map centered on the equator or the north or south pole). The formulae for this map projection are: x = (a + pi/2 - latitude) * cos( b * longitude) y = (a + pi/2 - latitude) * sin( b * longitude) The constant b is the sine of the angle of the cone (alpha), and a is determined from the latitudes of the standard parallels and distance between them. If the standard parallels are at latitudes Lt1 and Lt2 then: Page 17 Maps and Legends b = sin(alpha) = cos(X) sin(d)/d a = d tan(X)/tan(d) - X where X = pi/2 - (Lt1 + Lt2)/2 and d = (Lt1 - Lt2)/2 in other words, X is the average colatitude of the standard parallels, and d is half the distance between the standard parallels. Azimuthal Equidistant Projection The azimuthal equidistant projection is the only projection in which every point is shown at both the correct distance and the correct direction (azimuth) from the center point. All other distances and directions are distorted. This projection is used to determine great circle directions. If you place your home town at the center of the map, you can easily determine the azimuth for pointing shortwave antennae for reception of distant radio stations. Straight lines away from your home at the center of the map will be the great circle routes flown by airplanes on international flights from an airport near your home. A point half way around the world from the center of the map is 20,000 kilometers away. To generate a map of the whole world, enter 20000. Do not put any commas in the number. To generate a map to a smaller great-circle distance, enter a number less than 20000. If the center point is at latitude Lt0 and longitude Lg0, then another point at Lt, Lg will appear on the map at an x,y position: x = A cos(Lt) sin(Lg-Lg0) y = A [sin(Lt) cos(Lg0) - cos(Lt) sin(Lt0) cos(Lg-Lg0)] where A = c / sin(c) and cos(c) = sin(Lt) sin(Lt0) + cos(Lt) cos(Lt0) cos(Lg-Lg0). Perspective Projection Prospective projections are those which show the Earth exactly as it appears when viewed from some point in space above the surface. This is one of the best projections to use for games and space war simulations. Page 18 Maps and Legends If you enter a very large number here you will get an orthographic projection. In practice a good height to use for an orthographic projection is 999999 miles. You might enjoy putting in a low height to see a "birds eye" view of the area around your home town. A good number to use is 250 kilometers. That is about the altitude of the Space Shuttle orbit. If you make a low altitude perspective projection over the Unites States, it's fun to include the state boundaries. The view can seem very distorted from low altitudes. Your state will take up much of the field of view. If Lg is the longitude at the center of the map then x = r sin[Lg cos(b)] y = r cos[Lg sin(b)] where r = a [ cos(Lt) / cos(b) ] / { h cos(b) + cos(Lt - b)} This is a lot like a conic projection except cos(b) = n is the sine of the angle of the cone. b is the colatitude of the central parallel of the map. The orthographic projection is the limit where h goes to infinity. Otherwise h is between 1 and a large number. Orthographic Projection In orthographic projections the point of view is at infinity. Orthographic projections are a special case of perspective projections. The orthographic projection is the limit where h, in the calculation for the perspective projection, goes to infinity. Other World Map Projections: We have included a selection of different world map projections in Maps and Legends. Some of these projections are useful, some are important in the history of cartography, others are included just because they are interesting to make and view. The Flamsteed, Sanson-Flamsteed, or Sinusoidal Projection This projection is an equal area projection in which parallels of latitude are straight and equally spaced. "Equal area" means just that. A square mile, or hundred square mile, etc. region of the world will have the same area on the Page 19 Maps and Legends map no matter where that region is. (Contrast this to the Mercator projection.) Equal area, however, does not mean constant shape. That "square" mile will not be square everywhere on the map. In the Sanson-Flamsteed projection all parallels are at their true distances from the equator. In addition, the scale along each parallel is exact. The shapes of all meridians and the outline of the map follow a cosine curve so that: x = a (longitude) cos(latitude) + b y = a (latitude) + c Sanson was an important early cartographer and he was the first to publish this projection. Flamsteed used this projection in his famous star atlas and it was due to him that this projection became popular. The Foucault Projection The Foucault projection is closely related to the Sanson- Flamsteed projection. This is also an equal area projection, named after the french mathematician who derived it. It is interesting to compare the Foucault and the Sanson-Flamsteed projections. Both projections have straight parallels of latitude, but in the Foucault projection, they are not evenly spaced. Notice how these two maps each bring out different aspects of the regions that they display, and how they differ in where the map distortions become too distracting. The Foucault projection can be expressed as: x = a (longitude) cos(latitude) cos2(latitude/2) y = a pi tan(latitude/2) / 2 where a is the map scale factor. The Mollweide Projection One of the most beautiful world map projections is the Mollweide projection. It is also an equal area projection with straight parallels of latitude. Much of the appeal of the Mollweide projection is due to the way that it solves the polar distortion problems that are so distracting in the Sanson-Flamsteed, and especially the Foucault, projections. In this projection, the outline of the map is an ellipse with a ratio of 2/1 in the lengths of the major and minor axes. The Mollweide projection is one of the more difficult to calculate, because the projection requires the solution of the transcendental equation: Page 20 Maps and Legends 2t + sin(2t) = pi sin(latitude) the resulting value for t then determines the x and y position on the map via: x = a (longitude) cos(t) y = a pi sin(t) / 2 Maps and Legends doesn't solve this equation for every coordinate point because that would take too long. Instead, the equation is solved for a number of points in advance, and the solution for any point of the map is looked up in this table. The Werner Projection Certainly the most remarkable of the equal area projections is the Werner projection. In this projection the outline of the world takes the shape of a heart. It is this unusual shape which justifies its presence in Maps and Legends. Here, finally, is an equal area projection where the parallels are neither straight nor parallel. Johann Werner was a young contemporary of Columbus. While he knew nothing about the polar regions, he knew that the earth was round and he had the mathematical genius to develop this map which has been called "the cartographer's valentine". Mathematically, the Werner projection resembles the conic projection, except that n, the angle of the cone, depends on the latitude: x = a h sin[B (longitude)] - c y = -a h cos[B (longitude)] - d where B = sin(h)/h and the colatitude h = pi/2 - latitude. The Polyconic Projection Finally we come to the projection which may be the ultimate map compromise. The polyconic projection is neither equal area nor does it preserve directions, distances, or angles exactly, but it is never far off, either. The polyconic projection was developed in 1820 by the first Superintendent of the Coast and Geodetic Survey of the then-young United States, Ferdinand Hassler. At that time the US stretched mostly north and south along the Atlantic. Hassler derived his projection to overcome the errors associated with the conic projection, when it is applied to regions that are larger north-south than east-west. Page 21 Maps and Legends Conceptually, the polyconic projection is a series of narrow conic projection strips cut out from the region surrounding the conic's standard parallel and pasted together. This projection is ideal for a series of contiguous maps of a large region. In fact, the topological maps of the US Geological Survey are all based on the polyconic projection. The formulae which express the polyconic projection are: x = (Lg) cos(Lt) / H y = (Lt) + (Lg)(Lg) sin(Lt) cos(Lt) / (2 H) where H = 1 + {(Lg) sin(Lt) / 2}2 Page 22