# 3D Flyover — architecture reference Deep detail behind `TECHNIQUE.md`: provider loading, the camera-path pipeline, per-frame camera math, and the proven terrain values. Both landscape and city modes have been forward-tested through Remotion. ## 1. Provider initialization Create the Viewer with `baseLayer: false`, UI widgets disabled, and `contextOptions.webgl.preserveDrawingBuffer: true`. Never hide the credit display. ### Landscape Add MapTiler `satellite-v2` with `UrlTemplateImageryProvider`, then load `terrain-quantized-mesh-v2` with `CesiumTerrainProvider.fromUrl({requestVertexNormals: true})`. MapTiler supplies both datasets; no Cesium ion token is required. ### City Do not add MapTiler. Hide the globe, then add: ```ts viewer.scene.globe.show = false; const tileset = await Cesium.Cesium3DTileset.fromUrl( `https://tile.googleapis.com/v1/3dtiles/root.json?key=${GOOGLE_KEY}`, {showCreditsOnScreen: true, maximumScreenSpaceError: 4}, ); viewer.scene.primitives.add(tileset); ``` Lower `maximumScreenSpaceError` improves refinement at substantial download/render cost. Start at `4` for a hero landmark and `6–8` for wider urban shots. Enforce the Google 30-second promotional video ceiling in the component. Load Cesium from the CDN after setting `window.CESIUM_BASE_URL`; the tested version is `1.143`. ## 2. The camera path — structure & generation Four properties matter, in order: 1. **Continuous curvature** — the camera must flow through curves, never "fly straight, snap to a new heading, fly straight." The component applies three passes of **Chaikin corner cutting** to every supplied path. Each pass replaces a segment with quarter and three-quarter points, rounding a corner into a curve. Three passes are the default; four is softer, two is tighter. 2. **Constant ground speed** — precompute cumulative distance along the rounded curve and interpolate by arc length. Do not animate by source-point index; unequal source spacing creates speed bumps. 3. **Minimized amplitude** — for detailed landscape centerlines, dampen the prepared path toward its straight start→end chord by a fixed fraction `DAMP` (0 = dead straight, 1 = full river). This is the single swerve-amplitude knob. 4. **Enough length** — `PATHKM ≥ TRAVEL_KM + 2·LOOK_AHEAD_KM` so the look-ahead aim never clamps. `../scripts/prep-cesium-path.mjs` does: clip a window of the source centerline → resample to even arc-length spacing (0.1 km) → moving-average smooth (±2.8 km window, 2 passes) → dampen toward the chord (`DAMP=0.45`). Validate with the heading-delta probe it prints — deltas should be small and change _gradually_ (water-wars: `3,0,-1,-3,-4,1,7,9,5,-5,-12,-7,…`). Big jumps = corners = bad. The component then applies Chaikin smoothing to this prepared route, or directly to a short hand-authored city route. Keep city control points sparse and intentional; smoothing cannot rescue a zig-zagging route that crosses the subject repeatedly. **Source data:** OSM via Overpass (~0.3 km vertex spacing) — Natural Earth is too coarse for inner gorges. overpass-api.de is often busy → mirror `overpass.kumi.systems`. ## 3. Camera animation per frame (position, heading, pitch, bank) Walk the path by **arc length** (precompute cumulative distances once). Every frame: - **Position** = the point at `dCam` km along the path, altitude `lerp(ALT_START, ALT_END, prog)`. - **Heading** = bearing from the camera point to a **real point `LOOK_AHEAD_KM` further along the same path**. A far aim averages wiggle → smooth heading; on a curved path it leads into the bend, so the heading turns gently with the path. (A local-tangent aim spins the camera at every kink — don't.) - **Pitch** = constant. We keep a MapLibre-style param `PITCH_FROM_NADIR` (90 = horizon), then convert: **Cesium pitch = `-(90 - PITCH_FROM_NADIR)`** (Cesium: 0 = horizon, -90 = straight down). 76° → -14°. - **Bank (roll)** = lean _into_ the turn — the helicopter tell. Measure turn rate as the bearing change between `aim` and a point `2·LOOK_AHEAD_KM` ahead; `roll = clamp(dH · BANK_GAIN, ±MAX_BANK)`. Because the path is smooth, `dH` changes gradually → the bank eases in and out, never jerks. ```ts const setCamera = (C, viewer, prog) => { const dCam = Math.min(TRAVEL_KM, PATHKM - LOOK_AHEAD_KM * 2) * prog; const cam = alongPath(dCam); // arc-length point const aim = alongPath(dCam + LOOK_AHEAD_KM); // heading target (real point on the path) const aim2 = alongPath(dCam + LOOK_AHEAD_KM * 2); // turn-rate probe → bank const heading = bearing(cam, aim); let dH = bearing(aim, aim2) - heading; while (dH > Math.PI) dH -= 2*Math.PI; while (dH < -Math.PI) dH += 2*Math.PI; viewer.camera.setView({ destination: C.Cartesian3.fromDegrees(cam[0], cam[1], lerp(ALT_START, ALT_END, prog)), orientation: { heading, pitch: C.Math.toRadians(-(90 - PITCH_FROM_NADIR)), roll: clamp(dH * BANK_GAIN, -MAX_BANK, MAX_BANK) }, }); }; ``` > **Cesium vs MapLibre conventions (gotcha):** Cesium heading is radians, 0 = north, clockwise. Pitch > 0 = horizon, negative = down (MapLibre is the inverse). Roll positive = bank right; tune the sign by eye. ## 4. The feel — proven water-wars values | Param | Value | Meaning | | ------------------------ | ---------------------- | ------------------------------------------------------------------------------------ | | `TRAVEL_KM` | 13 | How far the camera travels. **Speed = `TRAVEL_KM / durationSeconds`.** | | duration | 24 s (720 f @30) | 13 km / 24 s ≈ **0.54 km/s** — a slow, peaceful glide. 8 s felt "extremely rushed". | | `ALT_START → ALT_END` | 4600 → 4300 m ASL | Absolute (terrain-independent). Inside the corridor walls → fly _through_, not over. | | `LOOK_AHEAD_KM` | 1.5 | Heading smoothness vs responsiveness. | | `PITCH_FROM_NADIR` | 76° | Stare-ahead down the corridor (90 = level). → Cesium -14°. | | `MAX_BANK` / `BANK_GAIN` | 0.13 rad (~7.5°) / 0.6 | Helicopter lean into turns. | | `verticalExaggeration` | 1.1 | Subtle terrain drama. | | `DAMP` (prep) | 0.45 | Swerve amount: higher = weavier, lower = straighter. | **A slow camera renders fast.** At 0.54 km/s the camera moves ~18 m/frame, so tiles stay cached and each `settle()` returns almost immediately; the 720-frame render completed in one pass (no chunk-rendering). ## 5. The complete component The full, runnable component is `../assets/CesiumFlythrough.tsx` — read it directly. Its shape: - `loadCesium()` — inject `CESIUM_BASE_URL` + the CDN `Cesium.js`, resolve when loaded. - init effect — build the Viewer (§1), `setCamera(…, 0)`, `await settle(viewer)`, `continueRender`. - `settle(viewer)` — loop `viewer.render()` until `globe.tilesLoaded` for landscapes or `tileset.tilesLoaded` for cities is stable for ~8 ticks (cap ~600). - per-frame effect — `delayRender({timeoutInMilliseconds: 60000})` → `setCamera(prog)` → `settle()` → `continueRender`. ## 6. Render ```bash bunx remotion still src/index.ts out.png --frame=N --gl=angle --timeout=180000 # validate framing/bank first bunx remotion render src/index.ts out.mp4 --gl=angle --concurrency=1 --timeout=180000 ``` `--gl=angle` is mandatory. Use `--concurrency=1`; `settle()` already serializes tile loading.