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Beautiful 3D Tiles Rendering Regardless of Tileset Source
Type of the session
Collaborate
Workshop
Talk
Estimated duration of the session
30 minute talk + Q&A
Date and Time of the session
1-2pm on September 7, if that timeslot is still available
Level
Beginner
Intermediate
Advanced
Pre-requisite knowledge
People with prior experience with 3D tiles or a similar format (e.g. I3S) will get the most out of this session.
Describe the session
One of the formats loaders.gl supports is Cesium's 3D tiles specification (loaders.gl includes both a 3D tiles renderer and indexer). Ideally, any renderer should be able to beautifully render any spec-conforming tileset, regardless of who produced the tileset -- that's the whole point of using an open specification! However, in practice, tileset rendering quality can vary depending on how the tileset was produced.
Geometric error is a key concept in the 3D tiles specification. This is a number associated with each tile which renderers use to determine the set of tiles to display at each viewpoint. Unfortunately, the spec is vague about how exactly indexers should compute geometric error. Even for a single data type (pointclouds or meshes) there are multiple valid ways of computing geometric error.
Based on @sensat's experience migrating from rendering pointclouds using potree to rendering both pointclouds and meshes using 3d tiles (using the loaders.gl 3d-tiles renderer), this talk offers tips and tricks for harmonizing geometric error across 3d-tiles renderers and indexers to make pointclouds and meshes look great.
Session facilitator(s), Github handle(s) and timezone(s)
Proposal
Topic of the session
Beautiful 3D Tiles Rendering Regardless of Tileset Source
Type of the session
Estimated duration of the session
30 minute talk + Q&A
Date and Time of the session
1-2pm on September 7, if that timeslot is still available
Level
Pre-requisite knowledge
People with prior experience with 3D tiles or a similar format (e.g. I3S) will get the most out of this session.
Describe the session
One of the formats loaders.gl supports is Cesium's 3D tiles specification (loaders.gl includes both a 3D tiles renderer and indexer). Ideally, any renderer should be able to beautifully render any spec-conforming tileset, regardless of who produced the tileset -- that's the whole point of using an open specification! However, in practice, tileset rendering quality can vary depending on how the tileset was produced.
Geometric error is a key concept in the 3D tiles specification. This is a number associated with each tile which renderers use to determine the set of tiles to display at each viewpoint. Unfortunately, the spec is vague about how exactly indexers should compute geometric error. Even for a single data type (pointclouds or meshes) there are multiple valid ways of computing geometric error.
Based on @sensat's experience migrating from rendering pointclouds using potree to rendering both pointclouds and meshes using 3d tiles (using the loaders.gl 3d-tiles renderer), this talk offers tips and tricks for harmonizing geometric error across 3d-tiles renderers and indexers to make pointclouds and meshes look great.
Session facilitator(s), Github handle(s) and timezone(s)
@justinmanley, @Kaapp in-person at collaborator summit in NYC
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