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Hi,
After zigzag and delta decoding, the values will be in the range of 0 to 32767. We can normalize these to 0.0 and 1.0 by dividing the decoded values by 32767 and from there we can easily extract the true height with interpolation between min and max height.
In terms of performance, the compression we apply is low overhead. In dealing with client server architectures, data transmission speeds cannot be disregarded. When rendering massive worlds, these savings add up quickly.
Alex
I have seen cesium-terrain-builder that you mention. As well as its server part.Nice work with them.Tried geoserver terrain serving as well. But using them needs some effort and quantized mesh not yet implemented on that one. My implementation combines both parts therefore no need to integrate with them or any other tools. Also it is cross platform thanks to language. Get the software, Just load your data, generate and start using.
As much as usable but lots need to be implemented and tested
-Recheck simplification algorithm, implement a better one even
-Recheck Quantized mesh calculations and fix
-New data integration (generation) with the existing generated tile set (Working on this at the moment)
-Recheck and clean heightmap generation code
-Extensions coding(Normals and water line)(Next on todo list)
-Review entire tileset generation logic
-Interface for software control and workflow implementation
-Performance improvements
Hello again,Thank you for your responses. For now i have published a test site.
You can review generated terrain here
http://viskon.bilgem.tubitak.gov.tr/terrain/Test.html
Data is limited and up to Level 6. Inputs are quite welcome.
Best regards
GitHub link https://github.com/Nymria/Cesium-Terrain-Generator-And-Server
pure gold. thanks!
Is your project active?
Can we use it for DTED (DEM) to quantized-mesh conversion and serving in offline environment?
All GDAL formats are accepted, however currently not tested.
Currently there is multi processing support but it is also in development. I can not give a benchmark since trying to make algorithm robust atm. However, we can say it is pretty slow at the moment.
Detecting bugs in tile consistency, and fixing them. But it is almost done.
I am planning to publish new quantized datasets this week if all goes well
Hi, I am really interested in your work. I would love to try it out even if it's not completed yet.
I really would appreciate early access ;)
Hi, I have implemented the quantized-mesh output to the CTB (ctb-tile tool). Provides two new features:
It is free to test and use.
Details: