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feat: Initial work for MultiCOGLayer: cross-resolution tileset for sentinel/landsat#408

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kyle/plan-multi-resolution-tileset
Apr 10, 2026
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feat: Initial work for MultiCOGLayer: cross-resolution tileset for sentinel/landsat#408
kylebarron merged 22 commits intomainfrom
kyle/plan-multi-resolution-tileset

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@kylebarron kylebarron commented Apr 9, 2026

For #142, related to #147

Change list

  • Write out a claude-brainstormed spec and claude-brainstormed implementation plan into dev-docs
  • Write out helper documentation into gpu-modules.md from claude's brainstorming
  • Create MultiCOGLayer
  • Create CompositeBands shader module that attempts to render textures across multiple resolutions
  • Create LinearRescale shader module to rescale from a [min, max] range to [0, 1]
  • Create MultiTilesetDescriptor interface to manage multiple tilesets across the same extent but with different tile grids with different resolutions.
    • This has a primary descriptor, which is the highest-resolution source, which defines the tile grid,
    • And one or more "secondary" descriptors for other sources that don't match up with the primary tile grid.
  • Create Sentinel-2 example application that supports multiple band combinations across multiple resolutions

Future work:

image image image

kylebarron and others added 21 commits April 9, 2026 15:55
Design for rendering multi-resolution satellite bands (e.g., Sentinel-2
10m/20m/60m) in a single shader pass. Primary tileset drives traversal,
secondary tiles are fetched/stitched with UV transforms for GPU-side
resampling. No CPU resampling needed.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
6-task plan covering MultiTilesetDescriptor, secondary tile resolver,
CompositeBands GPU module, MultiCOGLayer init/fetch/render, and
integration smoke test.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
… add Sentinel-2 test

- Tech stack: @developmentseed/geotiff (not geotiff.js)
- Move multi-tileset files to src/multi-raster-tileset/ directory
- Task 6 now uses real Sentinel-2 TileMatrixSet fixture from geozarr

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Introduces MultiTilesetDescriptor, createMultiTilesetDescriptor,
selectSecondaryLevel, and tilesetLevelsEqual to support multi-resolution
tileset composition for datasets like Sentinel-2 with mixed band resolutions.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Default "closest-finer" prefers the coarsest level that's still finer
than the primary, avoiding unnecessary blur. "closest" picks by smallest
absolute mpp difference for bandwidth optimization.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Implements resolveSecondaryTiles() which finds which secondary tileset
tiles cover a primary tile's CRS extent and computes the [offsetX,
offsetY, scaleX, scaleY] UV transform for shader use.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
…ution

z (zoom/overview level) is the same for all tiles in a resolution, so it
belongs on the resolution result, not repeated per tile index.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Creates a factory function that builds a luma.gl shader module composing
N named single-band textures into a vec4 output. Each band carries its own
UV transform uniform so the GPU handles resolution-alignment automatically.
Returns a concrete CompositeBandsModule type so callers need no casts.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Introduces MultiCOGLayer, a CompositeLayer that opens multiple COGs in
parallel, builds TilesetDescriptors via TileMatrixSetAdaptor, and groups
them into a MultiTilesetDescriptor. Tile fetching and rendering will be
added in a subsequent task.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Wire up the full pipeline:
- _getTileData: fetches primary + secondary tiles in parallel
- _fetchPrimaryBand: direct fetch with identity UV transform
- _fetchSecondaryBand: uses fetchTiles + assembleTiles for proper
  typed-array-preserving stitching (no Uint8Array casts)
- _renderSubLayers: CompositeBands module binds all band textures
- renderTileLayer: TileLayer with PrimaryTilesetFactory from primary grid

Helper functions selectImage and createBandTexture extracted for clarity.
Texture format is hardcoded to r8unorm for initial implementation.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Visual example using MultiCOGLayer with individual Sentinel-2 band COGs.
Includes presets for true color, false color NIR, SWIR composite, and
vegetation — demonstrating cross-resolution rendering (10m + 20m bands).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Sentinel-2 L2A bands are uint16. Infer texture format from the typed
array type: Uint8Array -> r8unorm, Uint16Array -> r16unorm.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
WebGL's UNPACK_ALIGNMENT requires each row to start on a 4-byte
boundary. For 16-bit single-channel data with odd widths, rows are
only 2-byte aligned. Use enforceAlignment (exported from
render-pipeline.ts) to pad rows before texture upload.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Major changes:
- CompositeBands: rewritten as static ShaderModule with 4 fixed sampler
  slots, uniform block for scalars (uvTransforms, channelMap), and
  buildCompositeBandsProps helper for mapping named bands to slots.
  Follows luma.gl pattern: textures via inject, scalars via fs uniform
  block + uniformTypes.
- LinearRescale: new GPU module for [min,max] -> [0,1] color rescaling,
  using uniform block pattern for proper uniform binding.
- RasterModule type widened to accept uniform values (vectors) alongside
  textures.
- Sentinel-2 example app with true color and false color presets.
- enforceAlignment exported from render-pipeline.ts for reuse.
- Documentation: gpu-modules.md (luma.gl binding rules),
  multi-resolution-status.md (current status and known issues).

Known issues: multi-resolution alignment (20m bands), tile cache
invalidation on preset switch, texture format limited to uint8/uint16.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
GPU modules (CompositeBands, LinearRescale, buildCompositeBandsProps)
should only be imported from @developmentseed/deck.gl-raster/gpu-modules,
not from the main package entry point.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
@kylebarron kylebarron changed the title Kyle/plan multi resolution tileset feat: Initial work for MultiCOGLayer: cross-resolution tileset for sentinel/landsat Apr 10, 2026
@kylebarron kylebarron marked this pull request as ready for review April 10, 2026 16:05
@github-actions github-actions bot added the feat label Apr 10, 2026
@kylebarron kylebarron merged commit 72ca8ae into main Apr 10, 2026
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@kylebarron kylebarron deleted the kyle/plan-multi-resolution-tileset branch April 10, 2026 16:09
@ds-release-bot ds-release-bot bot mentioned this pull request Apr 10, 2026
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