CesiumGS / CesiumGS/cesium-unity

Terrain Exaggeration

Open
#658 3 comments 0 reactions 0 assignees View on GitHub
enhancement
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

Open the contributing 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

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