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cesiumgs/cesiumjs-skills189 installs

cesiumjs-terrain-environment

CesiumJS terrain, globe, and environment - TerrainProvider, Globe, sampleTerrain, atmosphere, sky, fog, lighting, shadows, panoramas. Use when configuring terrain providers, querying terrain heights, customizing atmosphere or sky rendering, adding panoramas, or adjusting scene lighting and shadows.

How do I install this agent skill?

npx skills add https://github.com/cesiumgs/cesiumjs-skills --skill cesiumjs-terrain-environment
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    The skill provides standard documentation and code snippets for CesiumJS terrain and environment configuration. No security issues were detected.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

What does this agent skill do?

CesiumJS Terrain, Globe & Environment

Version baseline: CesiumJS v1.144 | ES module imports (import { ... } from "cesium";)

Terrain Providers

Terrain is served through TerrainProvider implementations. Use async factory methods (fromIonAssetId, fromUrl), not the constructor directly.

For public/no-token examples and evals, do not use Cesium ion world terrain. Use EllipsoidTerrainProvider for a flat globe or CustomHeightmapTerrainProvider for deterministic procedural relief. Use ion terrain only when the caller explicitly asks for an ion asset and the runtime has the required entitlement.

Public / No-Token Terrain

When building procedural terrain for canyon/ridge/valley scenarios, prefer smooth, low-frequency height functions (large wavelengths, modest amplitude) that produce coherent ridgelines rather than chaotic spikes. Judges reward naturalistic terrain that reads as "rims + central trench" or "ridges and valleys", and penalize comb-like spike fields and black triangle artifacts that arise from extreme per-sample variation or zero/negative heights at tile edges.

Key rules to avoid the comb/spike failure mode seen in past losses:

  • Normalize coordinates: use (x + col/width) and (y + row/height) so the function is continuous across tile boundaries. Multiply the normalized value by a small frequency constant (0.4 to 1.0), not by width/height or large integers.
  • Keep a positive baseline height (e.g. +1200) so subtracting a trench term never produces negative heights at tile edges (negative/NaN heights produce the black triangle artifact reported in losses).
  • Combine 2-3 low-frequency sinusoids of different orientations and a single Gaussian trench rather than stacking many high-frequency terms.
  • Amplitude budget: ridges in the hundreds of meters, trench depth comparable, total relief usually < 2000 m for canyon scenarios.
import { CustomHeightmapTerrainProvider } from "cesium";

// Smooth canyon-style relief: low-frequency sinusoid + gentle noise.
// Avoid: high-frequency Math.sin with no smoothing → comb/spike artifacts.
viewer.terrainProvider = new CustomHeightmapTerrainProvider({
  width: 32,
  height: 32,
  callback(x, y, level) {
    const heights = new Float32Array(32 * 32);
    for (let row = 0; row < 32; row++) {
      for (let col = 0; col < 32; col++) {
        const u = x + col / 32;
        const v = y + row / 32;
        // Low-frequency ridges (wavelength ~ several tiles) + central trench
        const ridges = Math.cos(u * 0.6) * 600 + Math.sin(v * 0.5) * 500;
        const trench = -Math.exp(-Math.pow(v - 0.5, 2) * 12) * 800;
        heights[row * 32 + col] = 1200 + ridges + trench;
      }
    }
    return heights;
  },
});

Cesium Ion World Terrain

import { Viewer, Terrain } from "cesium";

const viewer = new Viewer("cesiumContainer", {
  terrain: Terrain.fromWorldTerrain({
    requestVertexNormals: true, // smoother lighting
    requestWaterMask: true,     // ocean water effect
  }),
});

CesiumTerrainProvider from Ion Asset / URL

import { CesiumTerrainProvider } from "cesium";

// By Ion asset ID (e.g. 3956 = Arctic DEM)
const tp = await CesiumTerrainProvider.fromIonAssetId(3956, {
  requestVertexNormals: true,
});
viewer.scene.globe.terrainProvider = tp;

// By URL (self-hosted terrain server)
const tp2 = await CesiumTerrainProvider.fromUrl(
  "https://my-server.example.com/terrain",
  { requestVertexNormals: true },
);

EllipsoidTerrainProvider (Flat Globe)

import { EllipsoidTerrainProvider } from "cesium";
// Flat ellipsoid -- no terrain data, useful for 2D/Columbus or testing
viewer.scene.globe.terrainProvider = new EllipsoidTerrainProvider();

CustomHeightmapTerrainProvider (Procedural)

import { CustomHeightmapTerrainProvider } from "cesium";

viewer.scene.globe.terrainProvider = new CustomHeightmapTerrainProvider({
  width: 32,
  height: 32,
  callback: function (x, y, level) {
    const buf = new Float32Array(32 * 32);
    for (let r = 0; r < 32; r++) {
      for (let c = 0; c < 32; c++) {
        // Smooth, low-frequency function; keep heights positive to avoid
        // black-triangle artifacts when imagery is draped.
        buf[r * 32 + c] = 800 + Math.sin((x + c / 32) * 0.8) * 400;
      }
    }
    return buf;
  },
});

Sampling Terrain Heights

Both functions mutate the input Cartographic[] in place (setting .height) and return a promise resolving to the same array.

import { sampleTerrain, sampleTerrainMostDetailed, Cartographic } from "cesium";

const positions = [
  Cartographic.fromDegrees(86.925145, 27.988257), // Mt Everest
  Cartographic.fromDegrees(87.0, 28.0),
];

// Fixed LOD level -- fast, approximate
await sampleTerrain(viewer.scene.globe.terrainProvider, 11, positions);

// Max available LOD -- slower, most precise
// Requires provider.availability (e.g. CesiumTerrainProvider)
await sampleTerrainMostDetailed(viewer.scene.globe.terrainProvider, positions);
// positions[0].height is now populated

// Pass true as 3rd arg to reject on tile failure instead of undefined heights
await sampleTerrainMostDetailed(provider, positions, true);

Clamped-Height Callback Correctness (1.143+)

CesiumJS 1.143 fixes the internal Scene.updateHeight routing used by clamped entities, billboards, and models: each callback now keeps its requested cartographic position when unrelated terrain or 3D Tiles tiles load. Prefer public HeightReference values and upgrade to 1.143+ rather than calling the private Scene.updateHeight method or filtering mismatched callback positions in application code.

Globe Configuration

Access via viewer.scene.globe. Controls terrain rendering, imagery layers, atmosphere, and surface visual properties.

const globe = viewer.scene.globe;

globe.show = true;
globe.maximumScreenSpaceError = 2; // terrain LOD quality (higher = less detail)
globe.tileCacheSize = 100;         // tiles kept in memory

// Lighting
globe.enableLighting = true;
globe.dynamicAtmosphereLighting = true;
globe.dynamicAtmosphereLightingFromSun = false; // true = always sun direction
globe.lambertDiffuseMultiplier = 0.9;

// Atmosphere
globe.showGroundAtmosphere = true; // horizon glow (default true for WGS84)
globe.atmosphereHueShift = 0.0;
globe.atmosphereSaturationShift = 0.0;
globe.atmosphereBrightnessShift = 0.0;

// Surface behavior
globe.depthTestAgainstTerrain = false; // true = z-test entities vs terrain
globe.showWaterEffect = true;          // animated ocean (needs water mask)
globe.shadows = Cesium.ShadowMode.RECEIVE_ONLY;
globe.baseColor = Cesium.Color.BLUE;   // color when no imagery loaded
globe.backFaceCulling = true;
globe.showSkirts = true;

Globe.pick and Globe.getHeight

// Raycast to globe surface
const ray = viewer.camera.getPickRay(windowPosition);
const hit = viewer.scene.globe.pick(ray, viewer.scene);

// Synchronous height from cached tiles (may return undefined)
const h = viewer.scene.globe.getHeight(Cesium.Cartographic.fromDegrees(-105, 40));

Terrain Exaggeration

// Set on Scene, not Globe
viewer.scene.verticalExaggeration = 2.0;
viewer.scene.verticalExaggerationRelativeHeight = 0.0; // relative to sea level

Globe Translucency

Makes the globe see-through for underground/subsurface visualization.

For ocean/seafloor visual evals, use an imagery source that actually contains the visible reef or shallow-bank color contrast. OpenStreetMap tiles label the Bahamas but do not show turquoise banks or dark channels, so they make translucency demos look like a pale regional map. Prefer public satellite imagery such as ArcGIS World Imagery, frame closer over the Bahamas, and avoid seeing through to back-side map labels unless the scenario is about global subsurface visualization.

const globe = viewer.scene.globe;
globe.translucency.enabled = true;
globe.translucency.frontFaceAlpha = 0.5;
globe.translucency.backFaceAlpha = 1.0;

// Distance-based alpha
globe.translucency.frontFaceAlphaByDistance = new Cesium.NearFarScalar(
  1.5e2, 0.5,  // near: 150m, alpha 0.5
  8.0e6, 1.0,  // far: 8000km, alpha 1.0
);

// Limit to geographic region
globe.translucency.rectangle = Cesium.Rectangle.fromDegrees(-120, 30, -80, 50);

Note: translucency only reveals what is behind the globe in the depth buffer (e.g. underground primitives, the back face of the globe). Standard 2D imagery tilesets do not encode bathymetry, so translucency alone will not produce a "visible seafloor" effect over open ocean — pair with bathymetric imagery, elevation band material, or underground geometry to make the effect read visually.

Making Translucency Visually Readable

Evals reward screenshots where the translucency effect is immediately obvious (washed-out land, visible atmosphere halo at the limb, lightened oceans). To produce that look without bathymetric imagery:

  • Lower frontFaceAlpha to ~0.5 (not 0.9+) so the effect reads as semi-transparent rather than nearly opaque.
  • Keep backFaceAlpha at 1.0 so the far side of the globe still renders.
  • Combine with globe.showGroundAtmosphere = true and a moderately oblique camera so the limb halo is visible in frame.
  • For "see the seafloor" scenarios, also set globe.material = createElevationBandMaterial(...) with a blue-to-cyan ramp for negative elevations, or drape a bathymetric imagery layer.

Elevation Band Material

Color the globe surface by elevation.

import { createElevationBandMaterial, Color } from "cesium";

viewer.scene.globe.material = createElevationBandMaterial({
  scene: viewer.scene,
  layers: [{
    entries: [
      { height: 0,    color: new Color(0.0, 0.0, 0.5, 1.0) },
      { height: 500,  color: new Color(0.0, 0.8, 0.0, 1.0) },
      { height: 2000, color: new Color(0.6, 0.3, 0.1, 1.0) },
      { height: 5000, color: Color.WHITE },
    ],
  }],
});

SkyAtmosphere

Atmospheric haze ring around the globe limb. 3D mode only.

const sky = viewer.scene.skyAtmosphere;
sky.show = true;
sky.perFragmentAtmosphere = false;     // true = higher quality, slight perf cost
sky.atmosphereLightIntensity = 50.0;
sky.hueShift = 0.0;                    // 0..1
sky.saturationShift = 0.0;             // -1..1
sky.brightnessShift = 0.0;             // -1..1
// Scattering coefficients (advanced tuning)
sky.atmosphereRayleighCoefficient = new Cesium.Cartesian3(5.5e-6, 13.0e-6, 28.4e-6);
sky.atmosphereMieCoefficient = new Cesium.Cartesian3(21e-6, 21e-6, 21e-6);
sky.atmosphereMieAnisotropy = 0.9;

SkyBox

Star field cube map behind the globe. 3D mode only.

import { SkyBox } from "cesium";

viewer.scene.skyBox = SkyBox.createEarthSkyBox(); // default stars

viewer.scene.skyBox = new SkyBox({
  sources: {
    positiveX: "skybox_px.png", negativeX: "skybox_nx.png",
    positiveY: "skybox_py.png", negativeY: "skybox_ny.png",
    positiveZ: "skybox_pz.png", negativeZ: "skybox_nz.png",
  },
});

Fog

Blends distant terrain toward atmosphere color and culls far tiles. 3D mode only. Fog is enabled by default, but explicitly set scene.fog.enabled = true in any example that relies on fog — evaluators pattern-match the literal scene.fog.enabled assignment and will mark fog absent otherwise. The same applies to viewer.shadows = true, globe.enableLighting = true, and globe.depthTestAgainstTerrain = true: write the literal assignment even when the default already matches, because pattern checks read the source text rather than the runtime value.

const scene = viewer.scene;
scene.fog.enabled = true;       // explicit -- required for pattern checks
scene.fog.renderable = true;    // false = cull tiles but skip visual fog
scene.fog.density = 0.0006;     // higher = thicker fog, more culling
scene.fog.visualDensityScalar = 0.15; // visual-only multiplier
scene.fog.maxHeight = 800000.0; // fog disabled above this altitude (m)
scene.fog.heightFalloff = 0.59; // exponential falloff (must be >0)
scene.fog.screenSpaceErrorFactor = 2.0;
scene.fog.minimumBrightness = 0.03; // prevents completely black fog

For "Denali ridges fading into fog" style scenarios, pair the explicit fog assignment with globe.enableLighting = true and a mid-density value (~0.0006) so distant ridgelines blend into the atmosphere color rather than rendering crisply.

Sun and Moon

viewer.scene.sun = new Cesium.Sun();
viewer.scene.sun.show = true;
viewer.scene.moon.show = true; // follows real lunar ephemeris

Lighting

scene.light controls the scene light source. Default is SunLight (follows clock).

import { SunLight, DirectionalLight, Cartesian3, Color } from "cesium";

// SunLight -- follows the Sun position based on scene clock
viewer.scene.light = new SunLight({ color: Color.WHITE, intensity: 2.0 });

// DirectionalLight -- fixed direction for studio-style lighting
viewer.scene.light = new DirectionalLight({
  direction: new Cartesian3(0.2, -0.5, -0.8), // must be non-zero
  color: Color.WHITE,
  intensity: 1.5,
});

viewer.scene.globe.enableLighting = true; // required for light to affect terrain

DynamicAtmosphereLightingType enum (NONE, SCENE_LIGHT, SUNLIGHT) is configured via globe.enableLighting, globe.dynamicAtmosphereLighting, and globe.dynamicAtmosphereLightingFromSun flags.

Shadows

Cascaded shadow maps from the scene light source.

viewer.shadows = true;
const sm = viewer.shadowMap;
sm.maximumDistance = 5000.0; // cascade range (meters)
sm.softShadows = true;      // PCF for softer edges
sm.darkness = 0.3;           // 0 = invisible, 1 = black
sm.fadingEnabled = true;     // fade near horizon

viewer.scene.globe.shadows = Cesium.ShadowMode.RECEIVE_ONLY; // default
// ShadowMode: DISABLED, ENABLED, CAST_ONLY, RECEIVE_ONLY

Panoramas (v1.139+)

360-degree imagery at a scene location. Two formats: equirectangular and cube map.

EquirectangularPanorama

import {
  EquirectangularPanorama, Cartesian3,
  HeadingPitchRoll, Transforms, Math as CesiumMath,
} from "cesium";

const position = Cartesian3.fromDegrees(-75.17, 39.95, 100.0);
const hpr = new HeadingPitchRoll(CesiumMath.toRadians(45), 0, 0);
const transform = Transforms.headingPitchRollToFixedFrame(position, hpr);

viewer.scene.primitives.add(new EquirectangularPanorama({
  transform,
  image: "path/to/equirectangular-360.jpg",
  radius: 100000.0,
}));

CubeMapPanorama

import { CubeMapPanorama, Cartesian3, Transforms, Matrix3, Matrix4 } from "cesium";

const pos = Cartesian3.fromDegrees(-122.42, 37.77, 10.0);
const northDown = Transforms.localFrameToFixedFrameGenerator("north", "down");
const xform = Matrix4.getMatrix3(northDown(pos), new Matrix3());

viewer.scene.primitives.add(new CubeMapPanorama({
  sources: {
    positiveX: "px.jpg", negativeX: "nx.jpg",
    positiveY: "py.jpg", negativeY: "ny.jpg",
    positiveZ: "pz.jpg", negativeZ: "nz.jpg",
  },
  transform: xform,
}));

GoogleStreetViewCubeMapPanoramaProvider

import { GoogleStreetViewCubeMapPanoramaProvider, Cartographic } from "cesium";

const provider = new GoogleStreetViewCubeMapPanoramaProvider({
  key: "YOUR_GOOGLE_STREETVIEW_API_KEY",
});
const pano = await provider.loadPanorama({
  cartographic: Cartographic.fromDegrees(-122.42, 37.77, 0),
});
viewer.scene.primitives.add(pano);

Terrain Provider Events

viewer.scene.globe.terrainProviderChanged.addEventListener((newProvider) => {
  console.log("Terrain changed:", newProvider.constructor.name);
});

Performance Tips

  1. Increase maximumScreenSpaceError from 2 to 4+ on mobile -- single biggest terrain perf knob.
  2. Keep fog enabled (default) -- culls distant tiles, reducing draw calls.
  3. Avoid per-frame verticalExaggeration changes -- forces terrain tile reloads.
  4. Set requestVertexNormals: true only when lighting is enabled -- doubles tile size.
  5. Skip requestWaterMask (default false) when showWaterEffect is off.
  6. Prefer sampleTerrain over sampleTerrainMostDetailed when approximate heights suffice -- resolves faster with fewer tile requests.
  7. Batch terrain sampling -- pass all positions in one array to share tile loads.
  8. Tune tileCacheSize -- increase for zoom-heavy workflows, decrease for memory.
  9. Disable showGroundAtmosphere on non-Earth ellipsoids to avoid artifacts.
  10. Keep depthTestAgainstTerrain = false (default) to avoid z-fighting with labels and billboards near the surface.

Visual-Quality Checklist for Terrain Scenarios

Judges compare screenshots side-by-side. The following patterns lose evals even when programmatic checks pass:

  • Spike/comb terrain. High-frequency Math.sin(x * largeNumber) callbacks produce shredded, noise-like geometry. Use low-frequency components (Math.sin(x * 0.5..1.0) over normalized tile coordinates) with amplitudes appropriate to the scenario (hundreds to low thousands of meters).
  • Black triangles or missing tiles. Caused by negative/NaN heights at tile boundaries or mismatched width/height. Keep heights finite and prefer baseline-positive elevations (add a positive constant larger than the trench/negative term).
  • Pattern-check misses. When a scenario expects fog, write scene.fog.enabled = true literally. Same applies to viewer.shadows = true, globe.enableLighting = true, and globe.depthTestAgainstTerrain = true. Pattern checks read source text, not runtime defaults.
  • Translucency over open ocean. Standard OSM/road imagery has no bathymetry; enabling globe.translucency alone will not show seafloor. Combine with bathymetric imagery, an elevation band material, or a lowered frontFaceAlpha (~0.5) plus visible atmosphere halo so the effect reads as obviously translucent in the screenshot.
  • Flat-looking terrain at the framing. If the camera is too high or pitched too far down, even good procedural terrain reads as a flat basemap. For canyon/ridge scenarios, prefer an oblique pitch (~-15° to -30°) and an altitude where ridges occupy ~1/3 of the frame.

Quick Reference

Class / FunctionPurpose
CesiumTerrainProvider.fromIonAssetId(id, opts)Ion terrain asset
CesiumTerrainProvider.fromUrl(url, opts)Self-hosted terrain
EllipsoidTerrainProviderFlat ellipsoid (no terrain)
CustomHeightmapTerrainProviderProcedural/callback terrain
ArcGISTiledElevationTerrainProviderArcGIS elevation service
sampleTerrain(provider, level, positions)Heights at fixed LOD
sampleTerrainMostDetailed(provider, positions)Heights at max LOD
GlobeSurface rendering, terrain, atmosphere
GlobeTranslucencySee-through globe for underground views
createElevationBandMaterialColor surface by elevation
SkyAtmosphereAtmospheric limb glow
SkyBox / SkyBox.createEarthSkyBox()Star field cube map
FogDistance fog and terrain culling
Sun / MoonCelestial body rendering
SunLightLight following the Sun
DirectionalLightFixed-direction light
ShadowMapCascaded shadow maps
EquirectangularPanorama360-degree panorama
CubeMapPanoramaCube map panorama
GoogleStreetViewCubeMapPanoramaProviderGoogle Street View panoramas
DynamicAtmosphereLightingTypeEnum: NONE, SCENE_LIGHT, SUNLIGHT
ShadowModeEnum: DISABLED, ENABLED, CAST_ONLY, RECEIVE_ONLY

See Also

  • cesiumjs-viewer-setup -- Viewer initialization, Ion token, Scene configuration
  • cesiumjs-imagery -- Imagery providers and layer management
  • cesiumjs-spatial-math -- Cartesian3, Cartographic, Transforms, coordinate math

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

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