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I have some time on my hands at the moment so I felt like it was time to write up one of my old hacks: Using the MIRaster C# API to generate terrain tiles for cesium.js. Cesium is a web-based...
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The cesium terrain builder/terrain server combo I mentioned in my first post didn’t work perfectly for me on a windows environment. The terrain builder docker image was easy enough to get running, but right now it seems impossible to mount...
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Cesium maintains their own documentation for the terrain tile format we will be using. It’s very well laid out and is available here. I don’t want to recreate their documentation here so I’ll summarize the salient points. Tiles are uniform,...
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Screenshot generated using the Random Iterator from SRTM data found Here Now that we have an understanding of the terrain tile format, and have built some helper methods to navigate around the quadtree and convert between tile, cell and world...
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One of the bottlenecks I’m encountering with the raster API is the cost of using a random access iterator for each cell access. Each time I call the iterator there is a managed to native transition where the c# api...
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The MRR format has another trick up its sleeve that ought to make our terrain sampling a little easier. MRR is pyramided data format, meaning that data is stored at multiple resolutions with progressive zoom levels. It’s also possible to...
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In the last post we started using data underviews on demand to make the best use of our source material when the input cell size is close to or slightly smaller than the sample interval of our cesium terrain tile....
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That’s the end of this series of posts. Over the course of this series we’ve set up cesium, looked at the terrain tile format, introduced ourselves to the MRR format and API, and produced a reasonably efficient terrain tile generator...