Terrain, land use, foliage and buildings from official geospatial data

What We Prepare

Terrain, land use, foliage, buildings, surveyed detail

  • Terrain. Digital terrain models become a Landscape actor with a sensible tiling and resolution — not a mesh with millions of triangles, but the structure the engine actually works with.
  • Surfaces. Land use data becomes weightmaps the engine uses to blend materials: forest, meadow, farmland, built-up area. That saves texture memory and looks right at any distance.
  • Foliage. Woods and green areas are not reconstructed from scan data but planted procedurally — driven by the same land use data, and kept clear along roads and paths.
  • Buildings. Official 3D building models (CityGML, LOD2) turn into clean, flat façades. Where imagery exists, we texture them with it.
  • Surveyed detail. Where accuracy matters, the data comes from the scan — a road surface, a structure, an installation. The rest of the scene is built from the cadastral data around it.
Getting the scan data that far is a work step of its own.

GIS view: displayed correctly, but not real-time capable

Why GIS Software Stops Here

Geometrically correct is not the same as real-time capable

A dataset that is geometrically correct is still a long way from running in real time. In between sit levels of detail, collision geometry, texture budgets, draw call discipline — and the question of what has to exist as an object of its own and what belongs baked into the landscape.

No conversion makes those decisions for you. They depend on what the scene has to do: a planning view on a monitor has different budgets than a VR application on a standalone headset, and a simulation needs ground truth that a rendering does not provide.
Typical jobs around geospatial data in real-time engines

Typical Jobs

What customers come to us with

  • Making an existing 3D city model walkable in an engine
  • Building a terrain scene from open geospatial data, including foliage and buildings
  • Fitting surveyed areas into a generated environment
  • Building an import tool that makes the path repeatable instead of walking it by hand every time
  • Rebuilding an existing scene so that it runs on a VR headset

What We Work With

Engines, input data, tools, exchange formats

EnginesUnreal Engine, Unity
Input dataOfficial digital terrain models, CityGML/LOD2, orthophotos, OpenStreetMap, laser scans, drone surveys
ToolsLandscape and weightmaps, Runtime Virtual Textures, Procedural Foliage, Nanite, Cesium for Unreal
Exchange formatsglTF, FBX, USD

What We Do Not Do

And where we come in

We do not survey and we do not run geodata infrastructure — there are better people for that. We come in where correct data has to end up in an application that somebody operates. How far we have taken that path in a research project is described under RoadRender Pro.

Software development since 1999 - Made in Germany

Made in Germany

Software development since 1999

Developed 100 % in Germany — at our Nuremberg and Kempten (Allgäu) locations. Over 1,170 completed projects, with over 80 % of our revenue coming from repeat customers. If you're nearby: stop by for a coffee.