I’m just raising a possible evolution for Cesium terrain model.
So far I have used and generated HeightMap and later on QuantizedMesh terrains over the past years.
Today 3D-Tiles Next is available, everything is a GLTF extension.
The idea here would be to do the same with QuantizedMesh, after all everything in a QMesh can go in a GLB with all the benefits it can bring in compression, speed and source code simplification.
- QMesh vertices → GLTF primitive positions
- QMesh lightning → GLTF primitive normals
- QMesh watermask → GLTF texture
- QMesh metadata → GLTF extras
The missing elements : Center; MinimumHeight; MaximumHeight; BoundingSphereCenter; BoundingSphereRadius; HorizonOcclusionPoint;
- Could be used if present in the metadata
- Or use the clipping/frustum culling technique from the 3d-tiles implicit-tiling
This would allow users to have a 3dtiles data both as terrain and scene, which is often the case.
What do you think ?