Cesium Streamed City Data → Realtime Tram Simulation

Unity · Cesium for Unity · HDRP · GIS Streaming · Simulation Systems

Vehicle Customization & 3D Printing Pipeline

Unity · WebGL · C# · Procedural Systems · 3D Printing

TECHNICAL pipelines

Designed and implemented a complete end-to-end customization pipeline for the Kiaverse platform at NXRT.

Players could modify the shape, materials, and textures of their vehicles in real time within both WebGL and standalone Unity builds. Customization parameters were processed through a procedural generation system which dynamically rebuilt the vehicle geometry while maintaining compatibility with gameplay and rendering constraints.

The final player-designed vehicle was then automatically converted into a watertight manifold mesh suitable for physical manufacturing. A secondary optimized export pipeline generated production-ready 3D assets, packaged the associated texture and geometry data, and uploaded the files directly to an external 3D printing service via a simplified one-button workflow.

The system bridged:

  • Real-time interactive customization

  • Procedural mesh generation

  • Asset validation and optimization

  • Automated export tooling

  • External manufacturing integration

  • Cross-platform deployment (WebGL/Desktop)

Developed a large-scale realtime tram simulation pipeline using Cesium for Unity to stream geospatial 3D city data directly into the engine.

The system enabled the visualization and navigation of an accurately positioned urban environment, combining streamed terrain, photogrammetry, and GIS datasets with custom-built tram simulation systems. Real-world scale and coordinates were preserved to support realistic vehicle movement, route planning, and environmental interaction across a continuously streamed cityscape.

Custom Unity systems were developed to manage:

  • Dynamic loading and unloading of streamed city assets

  • Realtime tram movement and rail logic

  • Performance optimization for large-scale environments

  • HDRP lighting and atmospheric rendering

  • Interactive camera systems and cinematic presentation

  • Cross-platform deployment and scalable rendering workflows

The pipeline combined geospatial streaming technology with realtime simulation and visualization techniques to create an immersive interactive representation of a functioning urban transport network.

Grasshopper Parametric Geometry → Maya → Unreal Engine → Render Streaming

Grasshopper · Rhino · Maya · Unreal Engine · Realtime Visualization · Cloud Streaming

Developed a cross-platform visualization pipeline integrating parametric architectural design tools with high-end realtime rendering technologies.

Procedural geometry and generative forms were created in Grasshopper and Rhino, enabling rapid exploration of complex architectural structures and algorithmically driven surfaces. The generated geometry was then refined and optimized in Maya, where topology, materials, UVs, lighting assets, and scene organization were prepared for realtime deployment.

Final environments were imported into Unreal Engine, where advanced lighting, materials, atmospheric effects, animation, and cinematic presentation systems were implemented to produce high-fidelity interactive visualizations.

To overcome the hardware limitations of local devices, the Unreal scenes were deployed through GPU-based render streaming technology, enabling photoreal realtime experiences to be accessed remotely through standard web browsers and lightweight client devices.

The pipeline integrated:

  • Parametric and procedural design workflows

  • Complex geometry generation and optimization

  • Cross-application asset transfer pipelines

  • Realtime cinematic rendering

  • Interactive architectural visualization

  • Cloud GPU render streaming deployment

  • High-end visual fidelity with scalable remote access

This workflow combined computational design methodologies with advanced realtime rendering systems to create interactive architectural experiences beyond the capabilities of traditional offline visualization pipelines.

Contact

Feel free to reach out with questions or commissions

Email

Phone

richard@okidoki-apps.com

+43 69911097929

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