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Cesiumjs Terrain Environment

cesiumgs/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.

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Install

one command, takes just this skill from the repository
npx skills add https://github.com/CesiumGS/cesiumjs-skills --skill cesiumjs-terrain-environment

The instruction itself

27 sections, as written by the author

CesiumJS Terrain, Globe & Environment

Version baseline: CesiumJS v1.143 | ES module imports (import { ... } from "cesium";)

Terrain Providers

Terrain is served through TerrainProvider implementations. Use async factory methods

(fromIonAssetId, fromUrl), not the constructor directly.

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++) {
        buf[r * 32 + c] = Math.sin((x + c / 32) * 6.28) * 5000;
      }
    }
    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.

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);

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.

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

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

  • Increase maximumScreenSpaceError from 2 to 4+ on mobile -- single biggest

terrain perf knob.

  • Keep fog enabled (default) -- culls distant tiles, reducing draw calls.
  • Avoid per-frame verticalExaggeration changes -- forces terrain tile reloads.
  • Set requestVertexNormals: true only when lighting is enabled -- doubles tile size.
  • Skip requestWaterMask (default false) when showWaterEffect is off.
  • Prefer sampleTerrain over sampleTerrainMostDetailed when approximate heights

suffice -- resolves faster with fewer tile requests.

  • Batch terrain sampling -- pass all positions in one array to share tile loads.
  • Tune tileCacheSize -- increase for zoom-heavy workflows, decrease for memory.
  • 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.

Quick Reference

| Class / Function | Purpose |

|---|---|

| CesiumTerrainProvider.fromIonAssetId(id, opts) | Ion terrain asset |

| CesiumTerrainProvider.fromUrl(url, opts) | Self-hosted terrain |

| EllipsoidTerrainProvider | Flat ellipsoid (no terrain) |

| CustomHeightmapTerrainProvider | Procedural/callback terrain |

| ArcGISTiledElevationTerrainProvider | ArcGIS elevation service |

| sampleTerrain(provider, level, positions) | Heights at fixed LOD |

| sampleTerrainMostDetailed(provider, positions) | Heights at max LOD |

| Globe | Surface rendering, terrain, atmosphere |

| GlobeTranslucency | See-through globe for underground views |

| createElevationBandMaterial | Color surface by elevation |

| SkyAtmosphere | Atmospheric limb glow |

| SkyBox / SkyBox.createEarthSkyBox() | Star field cube map |

| Fog | Distance fog and terrain culling |

| Sun / Moon | Celestial body rendering |

| SunLight | Light following the Sun |

| DirectionalLight | Fixed-direction light |

| ShadowMap | Cascaded shadow maps |

| EquirectangularPanorama | 360-degree panorama |

| CubeMapPanorama | Cube map panorama |

| GoogleStreetViewCubeMapPanoramaProvider | Google Street View panoramas |

| DynamicAtmosphereLightingType | Enum: NONE, SCENE_LIGHT, SUNLIGHT |

| ShadowMode | Enum: 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

How to use it

Copy the folder

Take cesiumgs/cesiumjs-terrain-environment from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

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