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HERO// P / vbsng-atlas
Vector-driven city & infrastructure — reads ESRI Shapefile directly. Data IS visuals; one GIS dataset simultaneously drives buildings, roads, lighting, and vegetation.
1 · SHP Building Rendering
Multi-face footprint + extrusion · GPU instancing · tens of thousands in one draw call
Simulation Effects
- Reads polygon footprints, extrudes by height attribute (configurable); supports multi-story, irregular shapes, internal voids
- SHP attribute maps to material type (residential / commercial / industrial / government), auto-selects facade / roof textures
- Far-distance auto-switch to imposter / simplified geometry + bulk lighting; extreme distance merges to a city light blob
- Normal + height-based procedural window grid — high-rise window arrays without displacement
Key Parameters
- Building Instance Cap: 50,000+ per scene
- On-screen Instances: 5,000–15,000 depending on camera height
- Attribute-driven: height / type / material fields configurable
2 · SHP Road Network
Polyline → actual road geometry · Decal projection onto terrain
Simulation Effects
- Polyline extruded by width attribute into real road geometry; intersections, bridges, tunnel entrances auto-handled
- Class-based: highway / arterial / branch / lane — each with different texture, width, lane markings
- Roads as deferred decals projected onto terrain — fits elevation, doesn't break terrain mesh
- Crosswalks, stop lines, direction arrows auto-overlaid at nodes
Key Parameters
- Road Network Length: unlimited; 1000+ km typical cities with no perceptible overhead
- Decal Projection: deferred, decoupled from terrain mesh
3 · City Lighting (Night)
SHP-driven multi-tier lighting · HDR emissive · Night Bloom
Simulation Effects
- Street lights auto-spaced along road polylines with directional cones
- Random night-time window lighting with color temperature variation (warm / cool / blue-white) and flicker noise
- Airport runway lights, beacons, blinking aviation obstruction lights placed automatically by SHP type
- All lights accumulated in R11G11B10_FLOAT HDR, physical-light energy preserved pre-tonemap
Key Parameters
- Street / Point Lights: 1024 high-quality + tens of thousands of bulk lights on-screen
- Geo Lights DB: 100,000+ entries loadable
- Dynamic Lights: theoretically unlimited; tested with 256 high-quality point lights on-screen
4 · Vegetation & Ocean
SHP point → instance · density-map procedural seeding · Gerstner waves
Simulation Effects
- Shapefile points → vegetation instances directly placing GLTF tree models
- Polygon SHP (forest) procedurally seeded by density; auto-avoids roads / buildings / water
- 3-stage LOD mix: full 3D near, billboard impostors mid-range, color blocks far
- Multi-component Gerstner waves with tunable wind / wavelength / steepness / foam; Kelvin wake via compute
Key Parameters
- Vegetation Instance Cap: 1,000,000+ trees per scene
- On-screen Instances: 50,000–200,000
- Shapefile Support: native .shp / .shx / .dbf trio