CesiumGS / CesiumGS/cesium-unity
Terrain Exaggeration
- Dominant language
- C#
- Stars
- 535
- Forks
- 132
- Avg merge
- 6h 45m
- Merged PRs (30d)
- 1
Description
### Feature
Hi, I wrote this already in https://community.cesium.com/t/terrain-exaggeration-steps/45022
Right now we are lacking terrain exaggeration, which is very useful to really visualize terrain & bathymetry much better.
Are there any ideas in the room on how this feature could be implemented?
Some things that would be affected:
- `CesiumGlobeAnchor` objects need to have the correct height based on the exaggeration factor
- Cesiums Quantized Mesh obviously needs to have the working factor
- ? Probably `Cesium3DTiles` need to adjust itself to take the height changes into account? Not sure how we would handle pointclouds.
Contributor guide
Research direction
No files or tests are named. Start by tracing the CesiumGlobeAnchor, Quantized Mesh, Cesium3DTiles, and point-cloud paths, then determine how an exaggeration factor should affect each one. Done would require an agreed implementation design and consistent terrain, anchor, tile, and point-cloud height behavior.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, unity
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100