I am rendering many entity paths over time, partly represented as geodisic polylines, and further down rendered as paths. These are being constructed through czml so eventually piping through the entity api I believe. The polylines are retained or accumulated (like a density plot over time), with about 3000 translucent lines of varying length over the continental USA. The dynamic polylines are defined via references to start and stop entity positions where stop entities are interpolating through a couple of points defining the path or the end-point of the line.
Using availability information, I implemented a set of complementary lines that become available when the dynamic polylines are realized, so there is essentially a set of static and dynamic geometry with the hope that the static polylines replacing the dynamic ones speed up performance. They do, to a point. I figure there must be some way to leverage primitive caching of lines, perhaps using primitives (I have just started researching this).
I can’t really prune anything, but can possibly do some LOD or even try to rasterize the existing lines somehow and render them as a replacement texture/imagery layer.
I can precompute the necessary geometry and splice in entities created outside of czml as necessary, if it means speeding up rendering. Has anyone else done this kind of thing? Trying to be more mechanically sympathetic to the GPU, or at least leverage cesium’s performant paths better.