Google Earth 3D Models Now Available as Open Standard (GlTF)
cloud.google.com
cloud.google.com
From a more personal point of view - Google Earth in VR is one of the most stunning experiences I'm aware of and it's been on life support since Google lost interest in VR. Now it looks fairly simple to build something similar on top of the same data source.
Previously at various times Vive, Rift and Windows MR.
Stern look at requiring a FB account to enable developer mode on the Quest
That is annoying out of principle to me as well, but on the other hand, why care as you don't have to use it?
But principle would be enough for me, I don't like that the Quest is a brick without phoning home (you have to install and log into the Oculus software at least once to be able to use the desktop computer link), plus the whole UX nightmare of being forced software updates when you want to use the darned thing.
My friends with a Quest are often delayed from joining VR play sessions due to some silly business requirement like an expired login or system update. Also, the Oculus desktop software is some 10 gigabytes due to a non-optional very detailed home menu environment, even if you use a third party launcher like SteamVR Home. And it must be up-to-date before running any actual applications.
Finally in the v53 Quest firmware release notes BTW: "When you shutdown your headset, you will now have the option to update apps before the headset powers off. This will help minimize the number of app updates that you have to complete the next time you want to jump into a VR app or game."
(I think the Quest has some big firmware issues - I'm personally most annoyed about my Quest rebooting instead of shutting down if connected to my desktop when I've explicitly selected the option in the Quest menu to power down. Sounds like one of the ones annoying you may be getting partially resolved though).
(They do have legitimate 3D-scanned areas, and even hand-authored content for specific landmarks and well-known cities, though)
Though last time I tried it, about a year ago, my hometown (a capital of one of Brazil's states) and all the surrounding areas was still very much procedurally generated. (FLN airport district is next to a mangrove swamp but was represented in-game as grasslands, as well as some very out-of-place building styles)
It seems like there are some really simple things that it could do to improve some of its other VR stuff with an incredibly tiny amount of effort, which is one thing I find really depressing about Google here.
e.g. in Youtube VR, just give me a tab to find VR180 videos (which I find can be nicer than flat screen as long as they're high res) as opposed to only showcasing VR360 videos there (which I usually find annoying as I'd rather watch sitting down and for such would then need a swivel chair).
Showcasing VR360 in Youtube VR but making it fairly difficult to find VR180 films (though filtering search results is at least an option) sometimes makes me wonder if any of the Youtube VR dev team were/are actually real-world VR enthusiasts.
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2D Tiles and Street View tiles
Maximum 6,000 queries per day, calculated as the sum of all requests for all applications using the credentials of the same project.
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Photorealistic 3D Tiles
Maximum 300 root tileset queries ["map-loads"] per day. This is calculated as the sum of all requests for all applications using the credentials of the same project.
Maximum 250,000 renderer’s tile requests per day. This is calculated as the sum of all requests for all applications using the credentials of the same project.
Rate limit is 12,000 queries per minute for the tile renderer.
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The Map Tiles API documentation does not contain a "Usage and Billing" section, which seems to imply that it is free to use, bound to the above mentioned limits.
So the only thing to worry about is how Google showed us couple of years ago how relentless it starts to charge for a previously free service -- the Google Maps Javascript API -- after it sees that enough developers got technically invested into Google Maps.
If you open the inspector on any of the examples [1] you'll see how many tile fetches it triggers per second.
While my comment contains some criticism, I'm really excited for this new offering.
[0] https://developers.google.com/maps/documentation/tile/usage_...
[1] https://storage.googleapis.com/gmp-maps-demos/3d-tiles/index...
I wish they'd say upfront how much any 'forever free' allowance would be. Then I could design my application with that in mind.
I can see however that they want to see how users end up using it before deciding what any free allowance should be.
This lets opensource and free/hobby projects use all google API's with the actual users footing the bill directly. And obviously most uses are only a cent or two, so will normally fall in free allowances.
Though maybe they could just place way stricter limits on requests placed via API tokens obtained this way? That would probably work. But it would also sort of defeat the purpose of having users use their own API tokens. If everyone's going to need to pay to use your app anyway, you can just have them pay you to use your API token and gain an easy source of monetization in the process.
Ah I like those applications, I like to wave at them as I close the tab.
I feel the same way about applications that ask payment.
[0] https://deck.gl/docs/api-reference/extensions/terrain-extens... [1] https://3dtiles.carto.com/
All of the data loading and parsing can be done in loaders.gl, check out the repo 3D-tiles examples for a good place to get started.
I'll have to parse the json myself but it looks doable.
Might have to wait a week though.
My understanding is that with raster data, you cannot have arches, trees, or any object which has a thin component, like a tree trunk under a thick component like the tree canopy.
I’ll caveat that this is all pretty new to me as well, and I might be missing something.
Have to say for anyone looking into this space though cesium was there first Deck.gl is far and away the best choice for almost any 3d mapping library now. Much much faster than cesium. And its great with 2d too even though it hardly gets a mention amongst leaflet, maplibre, openlayers etc.
I have some scenery add-ons that are just a manual conversion of Google Earth's 3D models for some cities that were just generic buildings in Microsoft's version (ex. Dallas)
It’s really cool to have access to all this amazing data! Shout out to Google for working with us to bring support to multiple open source rendering engines.
Happy to answer any questions
As a datapoint, a good chunk of my social circles use Matrix, but they seem to incessantly complain about Element. Though very nice improvements have been made lately, I can say from what I've seen and experienced that a lot of improvements can still be made:
- experience was night and day when I switched from my resource-constrained Galaxy S4 with LineageOS 18.1 to a FP4. The phone and most apps were fine, but Element was oh so sluggish compared to the others. I thought it was just the app, but it works much better on this new phone. It now takes seconds to sync after opening instead of multiple minutes.
- my SO experiences constant glitching with Element on Chrome on Macos. The web app fights with the browser to draw over the URL and tab bar. It might be a chrome bug, I'll report this. Additionally, the UI appears to be rendered at single-digit framerates.
- I've seen multiple serious bugs that end up clearing the local DB, triggering an initial sync that lasts for more than 10 minutes.
- I only recently discovered that Android could handle conversation-level notification granularity, and don't have anything similar on my other devices. I don't wish to have the same level of intrusiveness from all chats: for some, I want to see the notifications, for others I want to hear them, etc. Some space-based device-specific controls would be nice to have.
A lot of the issues can be improved by the upcoming sliding sync, and I know vector.im isn't in a brilliant financial situation. I can't really direct you to spend energy on some topics vs others, but it seems to me that there are more (potential or current) Matrix users with old hardware than VR gear. And since messaging is so reliant on networking effects, I would concentrate on being able to reach the largest possible audience.
Now, I really don't want you to get the wrong idea, I love most projects at Matrix/vector, but I can't help but feeling uncomfortable when third room is talked up, while basic chat features leave a lot to be desired.
On this specific point, you are right, and seeing such integration would be awesome. Just don't get addicted to Google-provided data :)
> Whenever we work on metaverse or VR for Matrix (e.g. 3D video calling, or our original Matrix + WebVR demo) we always get a some grumpy feedback along the lines of “why are you wasting time doing VR when Element still doesn’t have multi-account?!” or whatever your favourite pet Matrix or Element deficiency is.
> The fact is that Third Room has been put together by a tiny team of just Robert (project lead, formerly of Mozilla Hubs & AltspaceVR), Nate (of bitECS fame) and Ajay (of Cinny fame) - with a bit of input from Rian and Jordan (Design), Bruno (Hydrogen) and Hugh (OIDC). On the Matrix side it’s been absolutely invaluable in driving Hydrogen SDK (which also powers things like Chatterbox and of course Hydrogen itself) - as well as helping drive native Matrix VoIP and MSC3401 implementation work, and critically being our poster-child guinea pig experiment for the first ever native OpenID Connect Matrix client! In terms of “why do this rather than improve Element” - the domain-specific expertise at play here simply isn’t that applicable to mainstream Element - instead there are tonnes of other people focused on improving Matrix (and Element). For instance we shipped a massive update to Element’s UI the other week.
Oh well, I have a bit more time these days, I should finish up and submit the Matrix Spec Change I started drafting almost a year ago... Everything takes time.
I wonder if Google's photogrammetry Kaggle competitions are related to this https://www.kaggle.com/competitions/image-matching-challenge...
Then it’ll probably be super expensive
This looks like they might have come to their senses.
https://en.wikipedia.org/wiki/GlTF
(note Wikipedia capitalizes it weirdly in the URL but in the page title it is correct)
I just assumed - you know, WebGL, OpenGL. I've even bloody implemented support for it in an app whilst calling it the wrong thing!
I need a sit down and a strong cup of tea...
EDIT - Phew. It is GLTF - in my blind panic I thought it was actualy an "I"
(I don't care how they tell me to capitalize it - that's not something I particularly care about conforming to)
> Not to pull the whole "Everything Is Amazing And Nobody Is Happy" on you but pause to consider the sheer scale of the dataset. 2500 cities have geometry data to the level where you can see details on individual buildings for areas extending well out into the suburbs.
> Yes - it's blurred up close but my god, isn't it still amazing?
>Applications using the Map Tiles API are bound by the terms of your Agreement with Google. Subject to the terms of your Agreement, you must not pre-fetch, index, store, or cache any Content except under the limited conditions stated in the terms.
[1] https://developers.google.com/maps/documentation/tile/use-re...
I usually recommend downloading the repo and installing this standalone example as a base to learn with.
Other approaches I've seen are effectively just a 2D map with a height per pixel, which is okayish for mountains, but quickly looks bad when you model human structures like bridges.
That is, can you cache the URL of the generated video and embed that for your users? Or, would you need to make a new request for the same video on every page-view?
Yes - it's blurred up close but my god, isn't it still amazing?
Photo realistic? No
If I was developing a competitor to Flight Sumulator its a fantastic asset
If I'm developing a first person experience that isn't from an airplane, not so much
I appreciate that this exists but it's far from the best, nor the only large-scale geometry asset for a cityscape, though by volume has more cities.even if the geometry is more rudimentary than other solutions
At the bottom of the page below "Get started with Aerial View"
https://cloud.google.com/blog/products/maps-platform/create-...
On iOS I would much prefer a second non safari browser than a second app store.
And anyway this all might be moot if Apple announces support at WWDC June 4th with the xrOS
[1] https://developer.apple.com/documentation/realitykit/validat...
As this is an open format, you can, or very likely, someone else, will write something to parse it on an apple platform, will Apple support it then?
Photorealistic 3D Tiles are in the OGC standard glTF format, meaning you can use any renderer that supports the OGC 3D Tiles spec to build your 3D visualizations.Consider these related terms:
- Open Source
- Open Data
- Open Standard
For people who encounter these terms in the listed order, "Open Standard" may or may not be understood by analogy. Some people will assume that it also includes the concepts of Open Source and Open Data. It does not.