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Add option to Cesium3DTileset to set custom appearance #3639

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SunBlack opened this issue Feb 26, 2016 · 4 comments
Closed

Add option to Cesium3DTileset to set custom appearance #3639

SunBlack opened this issue Feb 26, 2016 · 4 comments

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@SunBlack
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Currently it seems not to be possible to to change appearance of a PointCloud. There exists already a PointAppearance but this will be always set fixed in Points3DTileContent and it is not possible to pass parameter to this appearance. But we need ability to attach other shaders to a PointCloud and to modify point size (PointAppearance provide an option to modify point sze, but I didn't found a way to access PointAppearance from an app)

@pjcozzi
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pjcozzi commented Feb 26, 2016

Thanks for the input. Have you seen the declarative styling work-in-progress for 3D Tiles: CesiumGS/3d-tiles#2

What are you going to base point size on? One of the point's attributes, e.g., temperature, etc.?

Also, have you already built a project on 3D Tiles? If so, let me know - https://groups.google.com/forum/#!topic/cesium-dev/2NlWw_vqVVs

@SunBlack
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Currently we just need point size to increase general appearance. E.g. if you are really far zoomed in you have a point each 20px. If a pixel is just 2px you don't really see them good. Another nice effect of increased pixel size: You can decrease number of necessary loaded points. E.g. if you have a 4K Display you need 1920*1080 points with a size of 2 pixel to fulfill screen. Each point currently needs 15 Bytes - so you already have to load a ~30 MB (with gzip ~26,5MB) Point cloud to hide terrain beyond it. With a pixel size of 4 Pixels you need only 7,5MB. But indeed to adjust fixed point is just a possibility to increase visual appearance. A better idea is an adaptive point size (see examples of Potree)

@declarative style: Didn't saw it until, but not sure if it makes sense on point clouds. It's a good idea for 3D Models, but with point clouds you have massive data, so you need to calculate all important things in a shader instead of with CPU. So for us it is just important to have ability to use different shaders to render a point cloud in different styles. Just take a look on examples of Potree to see what a user could do.

@pjcozzi
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pjcozzi commented Feb 26, 2016

The base implementation of point clouds will have adaptive point size based on distance, and hopefully occlusion culling based on that.

For declarative styles, when used with point clouds, I expect that we will generate GLSL from the AST so everything will be done in a shader, see CesiumGS/3d-tiles#2

  • GPU implementation for tile formats that would really benefit, e.g., point clouds

@pjcozzi
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pjcozzi commented Jan 2, 2017

Declarative styling is now implemented for point clouds; it is possible to set the point size.

@pjcozzi pjcozzi closed this as completed Jan 2, 2017
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