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building yet another wind data particle layer for mapbox in webgl and while cranking the parameters up to this point probably isn't very useful, it looks preetty cool

Hey what architecture is this I’m building species distribution maps for work and am curious what technique goes into visualizations like this

depends on what you mean by architecture. but high-level it's basically just loading all the data into texture arrays in vram and sampling them / interpolating between them based on time. so it's just a standard gpu particle sim following a changing vector field

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