Every demo above maps to a commercial problem. Each card links to the live scene it describes.
Hundreds of thousands of grid assets, one fluid map
Problem. Grid operators hold millions of asset, sensor and meter points. Standard web maps choke past a few thousand markers — the browser stutters, decisions wait on a spinner.
Approach. Geometry is uploaded once as binary GPU buffers and drawn in a single deck.gl draw call. Pan, zoom and animation touch only GPU uniforms — the main thread stays free.
1,000,000points
60FPS on pan
1draw call
View the million-points map →
Real-time power flow, fully offloaded to the GPU
Problem. Visualizing transfer and congestion across a grid means animating huge particle counts. Done on the CPU it pins a core and drops frames.
Approach. A WGSL compute shader advects the entire particle system on the GPU; the CPU writes a single uniform per frame. Trails accumulate in a ping-pong texture for an instantly-readable flow map.
300k+particles
60FPS
1CPU uniform/frame
View the WebGPU power-flow →
Risk surfaces that reprice every frame
Problem. Exposure and risk shift constantly. Recomputing and re-tessellating a 3D surface on the CPU each tick is far too slow for live decisioning.
Approach. A custom GLSL vertex shader displaces a 73k-triangle grid from the risk field directly on the GPU; the fragment shader handles colour ramp and lighting. Zero CPU geometry work per frame.
73,000triangles
~60FPS
0CPU re-tessellation
View the 3D risk surface →
An industrial digital twin that loads instantly
Problem. 3D-globe engines are heavy. Bolted onto a landing page they wreck first-paint — and managed terrain services add per-seat token costs.
Approach. CesiumJS is lazy-loaded only on demand, so the initial bundle stays small. The twin runs token-free on bundled public-domain imagery — no Ion account, no external calls. A free Ion token drops in photoreal terrain when a client needs it.
0 kBin first load
0API tokens
8live grid nodes
View the digital twin →