The Cesium team at AGI is having our code sprint soon. It is a focused three days where we scope projects so we can finish them and have a lot of fun doing it.
Please let us know if there is anything you would like to see us work on or if you want to +1 any of the items we are considering:
glTF 1.0
WebGL 2
Fog
Review/merge outstanding pull requests
Tutorials on KML, GeoJSON, and time-dynamic Entity API
Improve contributor guides, e.g., code, doc, test guidelines
Also, as part of the code sprint, we are going to rethink the Cesium mission statement:
Our mission is to create the leading web-based globe and map for visualizing dynamic data. We strive for the best possible performance, precision, visual quality, ease of use, platform support, and content.
Cesium has clearly grown way beyond “for visualizing dynamic data.”
Join us 5pm - 5:30pm EST on Tuesday, October 13, for the discussion. I will start a forum thread “Cesium’s mission” for live discussion then.
Boils down to the beautiful ability to have a “Glowing Particle Line/Point Effect”.
There appears to be other competing product that exist that do support this kind of material? visualization? that appear to be “more advanced” than Cesium.
I really hope Cesium considers including this feature (if it is possible under the Cesium framework) as I do not think there are any other visual benefits of the that product.
Thanks. The GroundPrimitive looks very nice, but I meant a z-order for entities.
So I can specify a line (path or polyline) with a label (LabelGraphics) and billboard (BillboardGraphics), where the label and billboard are on top of the line. Currently this can only be done by using the eyeOffset of the label and billboard.
we would like to see progress in the 3D-Tiles branch, and especially unloading for the B3DM Tiles. We also started to write some unloading code which you can find in our cesium fork. https://github.com/virtualcitySYSTEMS/cesium/tree/3d-tiles
But its a really rudimentary approach.
Also we would like to see an addon for the 3d-Tiles tiles.json specification and the code. We had some problems with really large areas, where the tiles.json file reached 60mb and more. So some kind of branching or streaming to load only parts of the tiles.json file would be nice.
we would like to see progress in the 3D-Tiles branch, and especially unloading for the B3DM Tiles.
Good idea, but the scope for this is too large for the code sprint. Cache replacement will actually be one of the last things we implement before we merge this branch since we want to finalize the loading strategy first so we don’t have to rework the cache replacement multiple times.
Also we would like to see an addon for the 3d-Tiles tiles.json specification and the code. We had some problems with really large areas, where the tiles.json file reached 60mb and more. So some kind of branching or streaming to load only parts of the tiles.json file would be nice.
This is on the roadmap, but, again, is not scoped for the code sprint. See the 3D Tiles FAQ.
@Gilbert
Make sure you are using the latest version of Cesium as we added some terrain bounding volume optimizations in Cesium 1.11.
apply fog in distance
No promises, but this is on our short list for the code sprint. I expect it will provide a huge improvement to both the number of tiles downloaded and rendered.
dynamic maximumScreenSpaceError (based on distance, LOD, etc)
With WebGL 2 occlusion queries, we may use VMSEE - Virtual Multiresolution SEE, which basically says that the more occluded a tile is, the lower the LOD can be. This is part of the plan for 3D Tiles.
@Brian
I don’t know that we’ll get to the CZML-Writer project at this code sprint, but several new CZML examples are coming out in Cesium 1.15 (#3050 and #3072).
Thanks for all of your feedback! If you're interested in a summary of what happened during our Cesium code sprint and links to what everyone worked on, please check out the post I wrote for the Cesium Blog.
@Gilbert - after the code sprint, we added fog to Cesium to cull tiles completely in fog and increase the SSE for tiles partially in fog. This will be in Cesium 1.16 on December 1. Here are the details: