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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