The building data in the Seattle demo is from CyberCity3D. I believe the zone and road overlays are from Seattle's public data portal.
Yes, the buildings, vector overlays, and base imagery can be mixed and matched.
The streaming format will be tiled Hierarchical Level of Detail so it will only load a few buildings in the distance and then more as the user zooms in. We'll publish the format as soon as I have something a bit more concrete.
The binary collada2gltf.exe can only generate the base64 encode on “shaders” and “buffers” . The texture images are still via the uri. This causes more files be transmitted on the network. For example, the model will have three files be transmitted (one gltf and two texture images)
"images": {
"ID18": {
"uri": "tex/g2_27048.jpg"
},
"ID31": {
"uri": "tex/1Fre2_77.jpg"
}
How to making the texture images are also base64 encoded?
I have tried to implement a tiled hierarchical LOD scheme (video as the following link).
I think the single gltf file will improve the overall performance!
The idea of hierarchical LOD scheme:
The scene is divided into tiles with five different scales. The links of building models are stored on the CZML files, named with S?X???Y???, according to their volume size (S?) and geo-position(X???Y???). That is, the larger buildings are on the higher scale, and the small building on the lower scale. By the tiled Hierarchical LOD scheme, the scene only shows a few buildings fetch from the higher scale when the view is in the distance from the ground. More small buildings are shown as the user zooms in.
More coverage of building models is currently produced according to the LOD scheme which is still need to be improved.
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By levels, I mean separate floors like Cube Cities has done. I envision that this would work by inputting the number of floors for a particular building and letting the software divide them equally over the height of the building. Then individual floor elevations could be adjusted as needed.
Is there some kind of GUID for each individual building that can also be made visible in the parameters? What would be the best way to report errors in addresses, building geometry, etc. so they can be updated/corrected?
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Awesome stuff! By leaf tile I assume you mean a tile whom's children / grandchildren / etc won't add any more terrain detail even if it were to continue subdividing, which also assumes that 3D buildings are working with the same tiles as terrain data. It's difficult to tell with Seattle as I suspect terrain isn't far off from the ellipsoid, but I wonder if the buildings clamp to terrain when terrain is switched.So all 3D buildings that are visible will also be streamed textures, not just nearby ones? On this particular demo it seems that once a building is loaded into memory it stays there as with subsequent visits they popup immediately, though with the first visit they load gradually not causing any framerate hicups.
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We are looking to use cesiumjs to do a prototype of a virtual campus for National University of Singapore. We have about 200+ buildings with rooftop details in 3D from full LiDAR scan and aerial photogrametry; trees, elevation, roads, and other spatial datasets and layers from topo survey. May I know where can I get more information/tutorials on how we can create and consume the Binary glTF 'tiles' ourselves? Anyone from Cesium that may be interested to include the NUS campus as a demo is welcome to discuss!
Regards,
Raymond Huang | GIS Manager
National University of Singapore
Some months ago I tried exactly the same approach with the same dataset you tested (was for the web3d contest, I m right?)
However, although your approach is theoretically correct in order to get collada files to be converted in batch with the collada2gltf tool, the main limitation is constituted by the texture atlas automatically generated by the 3d citydb exporter tool (each texture atlas contains a lot of unused information)
Do you have managed this issue? Have you solve it?
next week I will perform some other tests with this approach....
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