# INTRODUCTION

Welcome to the AERO AI documentation site, your comprehensive resource for understanding and using AERO AI's Simulation Environment for Geospatial Assets - SiEGA platform.

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**INTRODUCTION**

SiEGA is a scalable simulation environment for geospatial assets, designed for visualizing, analyzing, and simulating the real world in 3D. It combines reality capture, spatial intelligence, and immersive visualization into one unified platform, empowering organizations to explore complex environments, integrate high-fidelity datasets, and transform captured reality into informed decisions. The Plaform can be accessed through purpose-built products designed for different levels of performance, immersion, and access:

**SiEGA Web** - Browser-based geospatial visualization and collaboration. Access and interact with geospatial data from any browser, designed for stakeholder review, fast insight sharing, and lightweight analysis without installing desktop software.

**SiEGA Desktop** - High-performance desktop visualization and immersive digital twins. Powered by the Unreal Engine and Cesium for Unreal, SiEGA Desktop supports complex scenes, large datasets, and advanced 3D simulation workflows that require deeper interaction with geospatial environments.

**SiEGA Studio Delivery** - Custom geospatial applications and enterprise solutions. AERO AI's custom delivery model for organizations requiring tailored digital twins, bespoke workflows, and specialized deployments.

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# The SiEGA Viewer Desktop

SiEGA Viewer is your new go-to tool for transforming complex AEC projects into engaging, easy-to-navigate 3D experiences. Built with architects, engineers, construction and GIS/Mapping teams in mind, the Viewer lets you take drone maps, 3D CAD and BIM models, or GIS data and turn them into immersive visuals that are as intuitive and enjoyable as a video game.

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With the SiEGA Viewer, sharing your design intent becomes as straightforward as a few clicks, and collaborating with your team and clients is more dynamic than ever. This tool doesn’t just display your work—it helps you tell the story behind it, making technical data accessible and engaging. Whether you're presenting to clients, coordinating with partners, or keeping the team aligned, SiEGA makes communicating your vision effortless and impactful.

<figure><img src="/files/u6W81LbZnhN0Hd5N5d4e" alt=""><figcaption><p>Example of the SiEGA viewer's 3D visualization of an on-going project</p></figcaption></figure>


# Account Setup & Installation

Get started with the SiEGA Globe Viewer by following our step-by-step walkthrough designed to guide you through account setup and installation. This section will help you create your user account, configure essential settings, and install the necessary components to begin using the platform. Whether you are a new user or returning with a fresh installation, these instructions will ensure you have everything in place to access and navigate the SiEGA environment seamlessly.

## Account Setup

Visit [aeroai.io](https://aeroai.io/), and click on **“Explore SiEGA Platform”** to begin setting up your access to the SiEGA environment.

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Once you’ve entered the platform page, click on **“Start Your Free Trial”** to begin the account registration process and create your SiEGA user profile.

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Complete the required fields by entering your name, email address, and password to successfully create your SiEGA account.

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After verifying your account through the confirmation email, you will be prompted to log in. Once logged in, you will be directed to the main dashboard, where you can access your SiEGA tools and settings.

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## Cesium Token Access

Before continuing with the rest of the account setup, you will need access to a **Cesium access token**. To obtain one, visit [**Cesium's website**](https://cesium.com/learn/ion/cesium-ion-access-tokens/) and click **“Sign Up Free”** in the top right corner to create an account.

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Choose your preferred sign-up method (email, Google, GitHub, etc.) and follow the on-screen instructions to complete the Cesium account registration process.

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Once your account is created, navigate to the dashboard and select **“Access Tokens”** from the sidebar menu to manage your Cesium tokens.

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Locate the default access token on the right side of the **Access Tokens** page. Copy this token, as it will be required during the SiEGA account registration process to enable Cesium asset streaming.

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After retrieving your Cesium Token, return to your dashboard on [**aeroai.io**](https://aeroai.io) and click on the **“Team”** tab in the sidebar to continue the account setup process.

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Once on the **Team** page, click **“Edit”** under **Organization Settings** to update your Cesium Token. This allows SiEGA to connect to your Cesium account and stream assets using your token.

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After entering your organization name and pasting your Cesium Token, be sure to click **“Save Changes.”** This step links the token to your account, enabling Cesium asset streaming when you launch the SiEGA platform.

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## How to run SiEGA in your Browser!

From your dashboard, click **“Launch SiEGA”** to open the SiEGA platform directly in your browser and begin exploring the environment.

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Once launched, the **SiEGA Globe Viewer** may take a few moments to fully load as it prepares the environment and initializes your data layers. Please be patient while the platform sets up.

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Log in using your established username and password to access the full capabilities of SiEGA. Once signed in, you’ll be ready to explore, analyze, and interact with a powerful world of geospatial data.

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The **SiEGA Globe Viewer** is now fully loaded and ready for use. You can begin navigating the environment, importing assets, and interacting with geospatial data in real time.

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When you're ready to end your session, click on the **“Actions”** menu located in the top-left corner of the screen, then select **“Exit”** to safely close the SiEGA Viewer.

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After selecting **“Exit,”** you will be prompted to confirm. Click **“Exit”** again to officially end your session and stop the use of your streaming minutes.

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Scroll to the top of your browser, where you will see the **“End Session”** button appear. Click **“End Session”** to complete the process, and you will be redirected to the **SiEGA Viewer Home** page.

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## How to Download Software

From your dashboard, click on the **“Download”** button to begin downloading the SiEGA software to your computer for local installation and use.

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## Installation

Locate the **“AEROAI\_Installer”** file in your downloads folder and run the application by double-clicking it to begin the installation process.

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* Click 'Next" to proceed through the installation prompts
* Read the terms and conditions above and select agree by selecting the appropriate checkbox
* By default, a new destination folder will be created for installation, if a different location is preferred you can select your desired folder
* Click Start to begin the installation of the AERO AI Launcher
* Once the installation is complete, you will have the option to launch the AERO AI Launcher, select this option.
* You may close the final installation window if desired

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The **AERO AI Launcher** will now open and automatically begin installing the **SiEGA Globe Viewer**. Once the installation is complete, click **“Launch”** to open the application.

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Log in using your established username and password to access the full capabilities of SiEGA and begin exploring a dynamic, interactive world of geospatial data.

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The **SiEGA Globe Viewer** is now fully installed and ready to use. You can begin navigating, importing assets, and interacting with geospatial data in real time.

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# SiEGA Demo

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# System Requirements

## Minimum Requirements:

* Operating System: Microsoft WIndows 11 (64-bit)
* Processor: Intel Core i5 or AMD equivalent
* RAM: 8 GB
* Graphics Card: NVIDIA GeForce GTX 1050 or AMD equivalent
* Hard Drive: 2 GB

## Recommended Requirements:

* Operating System: Microsoft Windows 11 (64-bit)
* Processor: Intel Core i7 or AMD equivalent
* RAM: 16 GB
* Graphics Card: NVIDIA GeForce RTX 2060 or AMD equivalent
* Hard Drive: 2 GB


# Actions

## Overview

The **Actions Menu** in SiEGA serves as a centralized hub for managing and customizing your 3D geospatial environment. It provides quick access to a wide array of tools that support everything from importing external data to configuring scene elements and adjusting core settings. This menu is designed to streamline user interaction and enhance the overall experience by grouping essential features into a single, easily accessible location.

Through the Actions Menu, users can open the Data Layers Panel to control Cesium, Datasmith, and Basemap Layers, giving them the flexibility to show or hide different data sources in real time. It also offers the ability to import new assets into the environment and access the Media section to capture screenshots and video recordings for visual documentation. The Add NPC feature allows users to place interactive characters into their scenes, while the Settings and Presets sections provide options for refining how the environment looks and behaves.

Whether you're building, analyzing, or presenting complex geospatial scenes, the Actions Menu equips you with the tools necessary to maintain full control and flexibility throughout your workflow.

<figure><img src="/files/3YgYm4V6vaB5eBIduRiA" alt=""><figcaption><p>Actions Menu on SiEGA</p></figcaption></figure>


# Bookmarks

## **Overview**

The Bookmarks feature in the SiEGA Globe Viewer enables users to capture, save, and revisit specific camera positions, as well as record high-quality video footage with automatic motion smoothing. This is especially valuable when working with complex environments that require consistent, predefined perspectives.

Users can save camera viewpoints with custom names for quick access and streamlined navigation. Additionally, the recording tool allows for the creation of polished video clips with options to adjust playback speed, including slow motion or fast-forward effects.

All captured views, whether images or videos, can be easily exported to your local machine for sharing or further editing.

## Features

* Save Camera Location: Capture the current camera position and orientation.
* Custom View Naming: Input a user-defined name for easy recognition.
* Quick Navigation: Return to saved views with a single click.
* Video Recording: Record and re-watch videos with a few simple and easy clicks. Automatic motion smoothing for professional-quality playback
* Export and Storage: Export images and videos directly to your computer for easy sharing and backups

## How to Use (Images Tab)

Open the Actions menu you will find our Saved Location feature

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Navigate to your desired camera position and orientation and select "Add Image" and fill the desired View Name, then click "Add View."

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You can now select the specific location and the camera will automatically adjust to the saved position and orientation, allowing you to seamlessly return to your predefined view. You can add unlimited camera views, as well as delete them as you deem necessary. <br>

### How to Export (Images)

Click the export icon on the top left corner of the Bookmarks menu right next to the button to close the menu. On clicking it, a screen will appear which will prompt you to select the image(s) to export.

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On selecting your image(s) to export, they will get a bright yellow border around them to signal which images will be exported, then a new menu will appear above the export button which will allow you to either export the photos in standard 1080p definition, or 4k definition.&#x20;

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You will then be prompted with a file explorer menu after selecting the quality at which to save your image(s). Here, select the folder on your desktop computer where you would like the image(s) to be saved to.

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After selecting your folder destination and pressing the "Select Folder" button, your image(s) will now have been exported to that location on your computer and you will be met with a success screen.

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## How to Use (Videos Tab)

Begin by swapping over to the Videos tab.

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Click on the "Add Video" button to get the Add Video prompt to appear where you will be able to create your own custom name for the video. Once you have moved to where you want the video to begin capturing and have created your video title, click the "Add Video" button.

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On clicking the Add Video button, you will have created the first key frame in your video. To add another key frame to your video, navigate to the location and camera angle you would like the second key frame to be located at and click the "Add Keyframe" button.

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Continue this process with as many key frames as you would like to add. You may also delete key frames using the "x" button at the bottom right corner of an added key frame.&#x20;

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Once you are satisfied with your key frames, you may click the play button to start the video, the double backwards arrows to slow down the video, and the double forwards arrows to speed up the video. As well as pause the video once you have started playing it.

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You can also click the full screen button between the back button and the export button to clear the menu layer and view a clean screen as long as you do not move your mouse. Moving your mouse while in full screen returns you back to the normal view port.&#x20;

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### How to Export (Videos)

You may also export videos by clicking the export button, selecting your folder destination, and clicking select folder. Upon which the video will play back over while it saves and exports to the file destination you described.&#x20;

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Once the video has finished rendering and exporting, you will be presented with a success screen.&#x20;

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### How to Create Multiple Videos

Use the back button to return to the main Videos tab.

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You may repeat the process outlined above with as many videos as you'd like by using the Add Video button and following the prompt that appears on screen.

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# Data Layers Panel

## Overview

The **Data Layers Panel** in SiEGA gives users a central place to manage and visualize different types of spatial data, including 3D tiles, high-resolution imagery, and basemaps. This panel brings together multiple data sources such as Cesium, Datasmith, and basemap options, making it easy to control what appears in the virtual environment.

Users can stream assets from Cesium ION, upload and view local imagery, and import 3D models using Datasmith files. The panel also allows users to switch between different basemap styles to suit their project needs. Whether you are working with aerial imagery, terrain models, or architectural tilesets, the Data Layers Panel helps create an interactive and immersive workspace for exploration and analysis within SiEGA.

## Features

* Asset Search: Easily find 3D assets and Imagery through scrolling or by using our search function
* Interactive Visualization: Place assets in the environment and navigate around them using various navigation modes
* Import Token: Add additional assets that can be imported with a valid Cesium Token
* **Asset Import:** Import Datasmith files, custom imagery, and 3D tilesets directly from your computer into SiEGA for flexible visualization
* **Focus on Asset Location:** Instantly center the camera on any asset with location data to streamline navigation and inspection
* **Cartographic Clipping Tool:** Use Cesium’s cartographic polygon tool to clip or hide specific areas of a tileset and focus on regions of interest

## How to use

Open the actions menu and select the **Data Layers** option. This will open the Data Layers Panel.

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Within the **Data Layers Panel**, users can access multiple options for managing assets. By default, all the sections are collapsed, while the **Basemap Layers** section is expanded. Users can expand or collapse each section by clicking the arrow icon to the left of the section name.<br>

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# Cesium

***

The **Cesium** section of the Data Layers Panel enables users to stream 3D tilesets, imagery, terrain, and GeoJSON directly from **Cesium Ion**, allowing for high-performance rendering of large geospatial datasets. These assets are streamed into SiEGA’s environment in real time, providing users with interactive and scalable visualization capabilities.

This section is divided into four categories: **Imagery, 3D Tilesets, Terrain,** and **GeoJSON**. 3D Tilesets and Imagery includes a **Local** subsection where users can access custom assets that have been uploaded directly from their computer. This structure allows users to easily distinguish between streamed Cesium Ion content and locally imported files for a more organized workflow.

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Several tools and options are available within this section:

* **Cartographic Clipping Tool:** Utilize Cesium’s culling functionality through cartographic polygons to hide specific portions of a tileset, allowing you to isolate areas of interest and declutter your scene.
* **Import:** Upload custom local assets, including orthographic imagery and 3D tilesets that are not hosted on Cesium Ion. This is useful for visualizing drone captures, photogrammetry models, or site-specific reconstructions.
* **Token Input:** Input a custom Cesium access token to load assets associated with a different account. By default, the panel uses the token linked to your AeroAI account, which can be updated through the AeroAI user portal.

## How to Load Cesium Assets

***

To load any **imagery, 3D tileset, terrain,** or **GeoJSON**, navigate to the appropriate section under **Cesium** in the Data Layers Panel. Each asset is listed with a square checkbox to the left of its name. Clicking the checkbox will **spawn** the selected asset into the environment. Unchecking the box will **despawn** it, removing it from the scene. This toggle system allows you to manage which assets are visible at any time with a single click.

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Once an asset is selected, a **checkmark** will appear in the box next to its name, indicating that it has been successfully loaded into the environment. For 3D tilesets, you may also notice a **magnifying glass icon with a plus symbol**. This icon means the asset has a predefined geographic location. Clicking the icon will automatically move the camera to the asset’s position in the world. Please note that **location-based navigation is only available for 3D tilesets**; imagery layers do not include associated coordinates and will not display this icon.

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If a location is available for a 3D tileset, clicking the **magnifying glass icon** will automatically move the camera to that asset’s precise position in the world. This feature allows for quick navigation and immediate visualization of the selected tileset in its geospatial context.

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To **despawn** an asset from the scene, simply click the checkbox next to its name again. Once the asset has been fully removed from the environment, the checkmark will disappear, confirming that the asset is no longer active in the world.

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#### Settings Button for 3D Tilesets and GeoJSON Assets

For 3D tilesets, the settings button only affects tilesets derived from LiDAR point cloud data with classification data included during the tiling process.

GeoJSON assets will open a settings menu allowing users to stylize their appearance.

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## Using the Settings Menus

***

To start classifying 3D tilesets, open the menu and select the "*Classification*" option. Then, check the box next to "Classify" to enable the classification feature.

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To adjust attenuation settings:

1. Click the checkbox next to **"Attenuation"**.
2. Customize the **Geometric Error Scale**, **Maximum Attenuation**, and **Base Resolution** as desired.
3. Click **Submit** to apply changes to the 3D tileset point cloud.

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For GeoJSON Settings:

1. Click the **Settings** button next to the loaded GeoJSON asset.
2. A **GeoJSON Settings** menu will appear.
3. Expand the dropdown for the type of GeoJSON file imported from Cesium.
4. Adjust settings as applicable; changes to non-matching types will have no effect.
5. Clicking the **"Show Polygon Outline"** button will expand more options for outline customization.
6. Click **Submit** to apply these changes.

Using Random Colors:

* Selecting a color and enabling the random option will apply random shades of the chosen color.

<figure><img src="/files/2YDg5S06HTAYLB5ZPOEB" alt=""><figcaption></figcaption></figure>

## How to Search for Cesium Assets

***

At the top of the Data Layers Panel, there is a **search bar** that allows you to quickly locate specific imagery and 3D tilesets. You can use it to search through both Cesium-hosted assets and any local tilesets or imagery you have uploaded. This helps streamline navigation and makes it easier to manage large collections of assets within your project.

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Once you have located the search bar at the top of the Data Layers Panel, you can begin typing any keyword. Assets that include the typed word in their name will automatically appear in the results below. From there, you can quickly spawn or despawn assets by using the checkboxes next to their names, making it easy to manage specific files without scrolling through the full list.

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## How to Import Cesium Token

***

Cesium uses access tokens to enable asset streaming. By default, SiEGA will use the token linked to your account, which can be managed through the Aero AI website. If you need to update or replace your token, click the **Input Token** button located to the right of the Cesium section in the Data Layers Panel.

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Once you click the **Input Token** button, a field will appear where you can enter your Cesium access token. Type your token into the text box, then click **Submit** to apply it. This token will be used to authenticate and stream Cesium assets in your SiEGA environment. After submitting the token, all assets will be reset according to the token inputted.&#x20;

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## How to Import Cesium Assets

***

SiEGA allows you to import custom 3D tilesets and orthographic imagery directly from your device. These locally uploaded assets will appear under the **Local Imagery** or **Local 3D Tilesets** categories within the Cesium section of the Data Layers Panel.

To begin, navigate to the **Cesium** section in the **Data Layers Panel** and click the **Import** button located to the right of the Cesium label. This button allows you to upload local 3D tilesets or imagery directly from your device into the project.

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After clicking the **Import** button, a **Local Tileset Import** window will appear. In this window, type in the **Tileset Name**, which will be used as the display name under the Local 3D Tilesets or Local Imagery submenu. Then, select the appropriate **Tileset Type** from the dropdown menu. You can choose between **3DTILES** for 3D tilesets or **IMAGERY** for image-based layers. Once both fields are filled out, click **Add Tileset** to complete the import process. When you are finished, make sure select the "Add Tileset" button.

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Once you click **Add Tileset**, your system's file explorer will appear. From there, navigate to the folder that contains your tileset files and select the appropriate file, usually named tileset.json. Click **Open** to upload the asset into SiEGA.

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Once the upload is complete, the local tileset will automatically appear in the scene at the location defined by its internal data. A checkmark will also appear next to the asset name, confirming that it has been successfully spawned. You can toggle the asset on or off at any time by clicking the checkbox to despawn or respawn it as needed.

<figure><img src="/files/6oZoW1QpWE9OUc9Wd7qv" alt=""><figcaption></figcaption></figure>

## How to Use Cesium's Culling Component

***

To activate the Cesium Culling Tool, navigate to the **Cesium** section within the **Data Layers Panel**. At the top right of the panel, locate and click the **Cesium Culling** icon (represented by a globe with a clipped section). This tool allows you to define a geographic boundary using cartographic polygons, which will clip or hide sections of a 3D tileset from view.&#x20;

<figure><img src="/files/Op8OYz9kGb8GjUse6Rtw" alt=""><figcaption></figcaption></figure>

Once the Cesium Culling Tool is activated, click the **“New”** button to create a new clipping region. You must click this button each time you want to define a new tile clipping instance. Each instance allows you to isolate or remove a specific portion of the tileset based on your selected area.

<figure><img src="/files/AexOsUZqaGHlSYhbgMn7" alt=""><figcaption></figcaption></figure>

After creating a new clipping instance, click the **Set** button and then select the Cesium 3D tileset you want to apply the clipping to. This step is required for each new instance, as all spline points you add will be tied to the specific 3D tileset you assign.

<figure><img src="/files/OGxCf67cRdyCYAaG2aWd" alt=""><figcaption></figcaption></figure>

Once you have assigned the tileset, click the **Start Adding Points** button to begin placing spline points around the area you wish to clip. These points will define the boundary of the region to be excluded from the tileset.

<figure><img src="/files/oEOCIVi2jNELKnKuefu5" alt=""><figcaption></figcaption></figure>

After placing your spline points, each point will be visually marked in the scene with a red sphere. The number of points added is automatically displayed under "Number of spline points" in the panel. Once your desired area is outlined, you can choose from several options at the bottom of the interface to proceed:

* **Stop Adding Points**: Finalizes the current placement and exits point selection mode.
* **Remove Previous Point**: Removes the most recently added spline point.
* **Delete All Points**: Clears all currently placed points, allowing you to start over.
* **Cutout Area**: Applies the clipping operation using the defined boundary.

These tools give you full control over the shape and placement of your clipping region before applying any changes to the tileset.

<figure><img src="/files/1EriWaSNEYLdYdFfQStw" alt=""><figcaption></figcaption></figure>

Once you have finished defining and applying your clipping area, you can remove the instance by clicking the **trash can** icon next to the **Set** button. This will delete the selected clipping instance and remove any associated spline points from the scene.

<figure><img src="/files/zhnqBEMyPFHB5jxDN7fc" alt=""><figcaption></figcaption></figure>


# Datasmith

***

## Overview

The Datasmith feature allows users to seamlessly import Datasmith files and other supported formats directly into the SiEGA environment for visualization and interaction.

## How to Use

To begin using the Datasmith feature, navigate to the **Datasmith** section in the Data Layers Panel and click the **upload button** located to the right. This will open your file explorer, allowing you to select and import any Datasmith files stored on your device.

<figure><img src="/files/9zjPuX5UiSVC72cy7idW" alt=""><figcaption></figcaption></figure>

Once clicked, the **Datasmith Import** window will appear. From here, click the **Select File** button to open your file explorer and choose the Datasmith file you want to import into the SiEGA environment.

<figure><img src="/files/b16tR8fRjdEZ7XpVXPZI" alt=""><figcaption></figcaption></figure>

Once you click **Select File**, your file explorer will open. From there, locate the Datasmith file you want to upload from your device and click **Open** to begin the import process into SiEGA.

<figure><img src="/files/25gMRJkyeuKsMQB3eBd8" alt=""><figcaption></figcaption></figure>

Once you open the file, the upload will begin and a loading bar will appear to show the progress. During this process, the import window must remain open. Closing the window before the file finishes loading will interrupt the process and result in an error message.

<figure><img src="/files/VSCkHsJ9CDL8z5vy3PGj" alt=""><figcaption></figcaption></figure>

Once the Datasmith file has been uploaded, the model will appear directly in front of you. At this stage, you must enter a name for the asset, which will be used as its display name in the Datasmith asset list. The location fields will automatically populate with the current longitude, latitude, and height of the asset, but you can adjust these values manually if you need to position the asset at a specific geographic location.

<figure><img src="/files/TWhOX5eIhg9QMPYFHjuC" alt=""><figcaption></figcaption></figure>

Another way to adjust the location or orientation of the Datasmith file is by using the **Selecting Mode** tool located on the right side of the screen. If you want to move, rotate, or reposition the asset manually without entering coordinates, click the **Selecting Mode** button to enable interactive manipulation directly in the scene.

<figure><img src="/files/JE0EoI2yyC91mAMD8IuD" alt=""><figcaption></figcaption></figure>

Once you enter Selecting Mode, you can select the Datasmith asset by clicking and dragging across the screen to draw a selection box. Make sure to drag far enough so that the entire building is enclosed within the box. Releasing the click will finalize the selection, allowing you to manipulate the asset in the scene.

<figure><img src="/files/tJ8Ltw1G2SAjpt6yjKKw" alt=""><figcaption></figcaption></figure>

Once you have selected your building, you will be able to move and adjust its orientation using the directional arrows that appear. The blue arrow controls vertical movement, allowing you to raise or lower the asset. The green arrow moves the asset left or right, and the red arrow moves it forward or backward within the scene. These controls give you precise manual adjustment over the asset’s placement in the environment. When finished, ensure you turn off selecting mode by clicking the button again.&#x20;

<figure><img src="/files/FdFmCPo0TQQJzvyP9c1o" alt=""><figcaption></figcaption></figure>

Once you click submit, the asset will appear in the Datasmith menu. All the individual components of the Datasmith file, such as doors, windows, and structural elements, will be listed underneath the main display name. You can selectively show or hide specific components by toggling their checkboxes, or you can hide the entire model at once by unchecking the main asset name at the top of the group.

<figure><img src="/files/HCOCQRylUcFQUHESEw7n" alt=""><figcaption></figcaption></figure>

Just like with 3D tilesets, Datasmith assets also include a zoom feature. By clicking the magnifying glass icon next to the asset name, you will be instantly teleported to the location of the Datasmith model in the world, making navigation and inspection of your imported files quick and efficient.

<figure><img src="/files/aopG5BS4CHIp4RRcEurE" alt=""><figcaption></figcaption></figure>

If you decide you're finished working with a Datasmith file, you can permanently remove it from the SiEGA environment by clicking the trash icon next to its name. This action will completely delete the asset from both the list and the world. Keep in mind that using the untoggle checkbox only hides the asset, allowing it to be re-enabled later. Once you click the trash icon, the asset is fully removed and you will need to re-upload the Datasmith file from your device if you wish to use it again.

<figure><img src="/files/2IwCjWYWoLa3N9klZU0P" alt=""><figcaption></figcaption></figure>


# GeoJSON

GeoJSON layers allow you to overlay custom geographic data on top of your scene. These layers can include features such as points of interest, routes, boundaries, or other spatial data defined in GeoJSON format. You can import multiple GeoJSON files, each representing different sets of features, and toggle their visibility independently.

## How to Use

To import a GeoJSON layer, open the Data Layers panel form the Action Menu and click the import button next to GeoJSON. Then, select the "Select File" button to browse and choose your desired GeoJSON file. Once imported, you can customize how the data appears by adjusting the color, width and scale settings for points, lines, and polygons.&#x20;

<figure><img src="/files/r5IN67MeK3YobpKMH0iA" alt=""><figcaption></figcaption></figure>

Users can even click on individual GeoJSON layers in the scene to view their associated properties. This action spawns a new widget that displays detailed information from the GeoJSON file, such as feature names, attributes, or metadata. Within this widget, you'll also find a Delete button, allowing you to remove specific layers from the scene. Additionally, the Details Panel provides controls to toggle the visibility of each layer, giving you full control over which spatial data is displayed at any given time.

<figure><img src="/files/CM1iwuwXp3qN7BhFYEEr" alt=""><figcaption></figcaption></figure>


# LiDAR

LiDAR (Light Detection and Ranging) is a remote sensing method used to examine the surface of the Earth. In this application, users can upload LiDAR datasets directly into the **Data Layers** panel for visualization and interaction. The platform currently supports `.laz` file formats, which are compressed versions of standard LAS files commonly used in geospatial data analysis. This functionality allows users to visualize dense point clouds, perform spatial analysis, and overlay data on 3D base maps within the SiEGA platform.

**How To Use Lidar**

The LiDAR section is located within the **Data Layers** panel, beneath the GeoJSON option. To begin importing a LiDAR dataset, click the **import button** (downward arrow icon) next to the LiDAR category.

<figure><img src="/files/Hz7DzWOgE3VbpuxqwHeM" alt=""><figcaption></figcaption></figure>

Once the import button is clicked, an **Import Window** labeled "LiDAR Import" will appear in the center of the screen. To proceed, click the **"Select a file"** button to browse your local files for an appropriate `.laz` dataset.

<figure><img src="/files/pitrIMlPnZnELKrwsIOn" alt=""><figcaption></figcaption></figure>

Navigate through your local directories and select a `.laz` file to upload. In this example, the user selects `G_Sw_Anny.laz`. Only `.laz` files are currently supported by the system.

<figure><img src="/files/jsiyRPIuPA8Al8qCKpJf" alt=""><figcaption></figcaption></figure>

After selecting a file, the system will automatically begin uploading the data. A loading screen will display the **upload progress as a percentage**, indicating how much of the file has been processed.

<figure><img src="/files/wVfY24FcEc60kdvkGFgy" alt=""><figcaption></figcaption></figure>

Once the upload is complete, the **LiDAR Import window** will prompt you to input:

* A name for the asset
* Geographic coordinates (longitude, latitude, and elevation)\
  You may also click "Zoom" to center the camera view on the asset’s location. Once all fields are finalized, click **Submit** to proceed.

<figure><img src="/files/B5vZX4HdivXmZi22lW2k" alt=""><figcaption></figcaption></figure>

After submitting, the imported LiDAR dataset will appear as a listed item under the **LiDAR** section in the **Data Layers** panel. From here, you can:

* Click the **magnifying glass** to zoom directly to the asset’s location.
* Click the **trash icon** to remove the asset from the session.

<figure><img src="/files/KujFA1S0tNDW68d0w6rv" alt=""><figcaption></figcaption></figure>

### **How to Move a LiDAR Object**

To begin moving a LiDAR object, click the **Select Mode** button located on the right-hand toolbar (highlighted in yellow with a square cursor icon). This mode allows you to select and manipulate assets in the scene.

<figure><img src="/files/s4HfbPCLKIACzJiUdrF1" alt=""><figcaption></figcaption></figure>

Once Select Mode is active, use your mouse to **drag a selection box** around the asset or actor(s) you wish to move. The dashed rectangle indicates the selected area within the scene.

<figure><img src="/files/juVaqUwQh5UdxyxeDKZ8" alt=""><figcaption></figcaption></figure>

When a valid actor is selected, a **transformation gizmo** will appear at the center of the object. This gizmo allows for:

* **Translation** (movement) using the directional arrows
* **Rotation** by selecting the curved handles
* **Scaling** through the bounding box handles

Additionally, a control panel appears at the **top of the screen**, giving you further options to delete, translate, rotate, or scale the selected object.

<figure><img src="/files/d9zYF3EgKnwhKFaPiSLE" alt=""><figcaption></figcaption></figure>

Enable or disable Eye Dome Lighting (EDL) using the Eye Dome Lighting toggle setting.

<figure><img src="/files/LdDMZBagTrM7lM3zallm" alt=""><figcaption></figcaption></figure>


# 3D Gaussian Splat

Gaussian Splat Layers allow you to import and visualize 3D Gaussian Splatting (3DGS) assets directly within your scene. These point-based reconstructions offer photorealistic representations of scanned environments and are ideal for lightweight, high-fidelity visualizations.&#x20;

## How to Use

To import a 3DGS file, open the Data Layers panel from the Action Menu and click the import button next to 3DGS. From there, select your desired file and use the scale option to adjust the size of the asset to fit your scene.&#x20;

<figure><img src="/files/XkrGHwGvZ8yVlI1TPKf4" alt=""><figcaption></figcaption></figure>

After uploading your Gaussian Splat, enter the desired asset name and confirm the correct location values. Use **Zoom** to quickly move to the asset if you cannot find it in the scene, then select **Submit** to add it to the **3DGS** section under **Data Layers**.

<figure><img src="/files/90KjBbNrEhy84wWk3ovo" alt=""><figcaption></figcaption></figure>

You can use the Select Tool located in the main toolbar to interact with your imported 3DGS assets. By entering Select Mode, you can click on the 3DGS layer in the scene to select it. Once selected, you can move, rotate, or scale the asset using the standard transform controls. If you no longer need the 3DGS in your scene, you can also delete it directly from this mode.

**NOTE:** To make the gizmo appear for a 3DGS asset, you must drag-select the asset; clicking directly on it will not display the gizmo.

<figure><img src="/files/7pVkVCEQoERWqH3tnLpP" alt=""><figcaption></figcaption></figure>


# CAD

The CAD import feature allows users to upload and visualize a wide range of 3D model formats directly into the platform. Supported formats include industry-standard file types such as DAE, DXF, FBX, GLB, GLTF, MTL, OBJ, PLY, and STL. Once uploaded, models are organized under the CAD category by file type, improving asset management and user navigation. This modular organization ensures that only file types with existing assets are displayed in the panel, minimizing clutter and optimizing the user experience.

**How to Use CAD**

To begin uploading a CAD file, navigate to the **CAD section** in the Data Layers panel and click the **import button** (downward arrow icon) next to "CAD."

<figure><img src="/files/kFNKj9WRug2xfuYgKAGl" alt=""><figcaption></figcaption></figure>

After clicking the import button, a **CAD Import** window will appear in the center of the screen. Click **"Select a file"** to browse and choose a 3D model file from your local storage.

<figure><img src="/files/AZMjoYMDhxOThDxctoK5" alt=""><figcaption></figcaption></figure>

In the file selection window, choose from any of the supported formats including 3DS, DAE, DXF, FBX, GLB, GLTF, OBJ, MTL, PLY, or STL. In this example, a `.3ds` file is selected from the local directory.

<figure><img src="/files/68V54X4zYtSBY1NXg309" alt=""><figcaption></figcaption></figure>

Once a model file is selected, it will render in the 3D scene. The import window displays fields for assigning an **asset name** and adjusting the **location coordinates**. Users can preview the model's position before finalizing.

<figure><img src="/files/twURwYKlFYRpPpxEupfU" alt=""><figcaption></figcaption></figure>

After entering the asset name and verifying the location, click the **Submit** button. This confirms the upload and adds the model to the CAD asset list.

<figure><img src="/files/1SuLzRgg0IOFLawDMWrI" alt=""><figcaption></figcaption></figure>

The newly uploaded asset will now appear under its corresponding file type within the **CAD section**. The user can click the **magnifying glass icon** to zoom to the asset in the scene or use the **trash icon** to delete it.

<figure><img src="/files/x9iB2nx2jx6UU5ec2ObW" alt=""><figcaption></figcaption></figure>

All uploaded CAD files are automatically categorized under expandable sections based on file type (e.g., 3DS, GLB). File types without uploaded assets will remain hidden, streamlining the panel and making navigation more efficient.

<figure><img src="/files/uvF6QytSJP3k5HcKh0Rh" alt=""><figcaption></figcaption></figure>


# Media

Automatically import images into the world with geospatial accuracy by scraping EXIF data. If latitude, longitude, and altitude information is present, the image will be imported.

#### Media Import Feature

**Image Import**

Users can import images via the import button located to the right of the section. If an image's EXIF data includes latitude, longitude, and height, it will be placed accurately on the map using the Presentor object. You can upload multiple images simultaneously, but only those with location data will be positioned geospatially.

<figure><img src="/files/6sG0lEYCrHbHM2dGByhN" alt=""><figcaption></figcaption></figure>

**Video Import**

When importing videos, a Presentor object will appear under the cursor. Use the left mouse click to position this object, which will then contain the uploaded videos. Videos do not use EXIF data for geospatial placement and must be manually positioned.

<figure><img src="/files/VtHuGYKgkVoloPaT5GiF" alt=""><figcaption></figcaption></figure>

**Panorama Support**

A panorama dropdown exists, but currently, there is no support for panorama files.

**Supported File Types**

* **All Supported Files:** `_.jpg`, `_.jpeg`, `_.png`, `_.tiff`, `_.heif`, `_.heic`, `_.avif`, `_.dng`, `_.cr2`, `_.cr3`, `_.nef`, `_.arw`, `_.rw2`, `_.orf`, `_.pef`, `_.srw`, `_.mp4`, `_.mov`, `_.avi`, `_.wmv`, `_.mkv`, `_.hdr`, `_.exr`
* **Standard Images:** JPEG, PNG, HEIF
* **Camera RAW Files:** DNG, CR2, NEF
* **Video Files:** MP4, MOV, AVI, WMV, MKV
* **Panorama & HDR Files:** HDR, EXR


# Basemap Layers

Basemap Layers allow you to customize the background imagery of your scene. You can switch between various views such as satellite imagery, labeled maps, roads, night mode, and photorealistic 3D tiles. Only one basemap layer can be active at a time, and selecting a new one will automatically replace the current view.

<figure><img src="/files/8O2WZtMoHJlQXq0rfLTt" alt=""><figcaption></figcaption></figure>

How to Use Basemap Layer

To use a basemap layer, simply scroll through the list and click the radio button next to the one you want to display. Once selected, the chosen basemap will automatically load into the environment, replacing any previously active one. Only one basemap can be visible at a time.

<figure><img src="/files/gnmYLKS3LVitiqlUvwAq" alt=""><figcaption></figcaption></figure>

Once selected, the basemap will instantly update the background of your environment. For example, selecting “Earth at Night” will render the globe with illuminated city lights, simulating a nighttime satellite view.

<figure><img src="/files/1HEpaRQJNENbTirQ44Wl" alt=""><figcaption></figcaption></figure>


# Point Cloud

Edit the colors of styled Cesium 3D Tileset LiDAR Point Clouds

### Editing Colors of Cesium 3D Tileset LiDAR Point Clouds

This feature enables users to change the colors of classifications in Cesium 3D Tileset LiDAR Point Clouds. Altering a classification's color affects how points appear for all such Point Clouds globally.

**Prerequisite:** Ensure you have a classified point cloud in the world to see visible changes; however, the point cloud menu can still be used regardless.

#### How to Access the Point Cloud Menu:

1. Go to the Actions menu.
2. Click on **Point Cloud**.

<figure><img src="/files/WSjblXv25UHhFE38ldGs" alt=""><figcaption></figcaption></figure>

#### How to Change a Classification's Color:

1. Select the class you wish to modify.
2. Click on the settings icon.
3. Expand the color dropdown.
4. Choose your desired color.
5. Click the Submit button to apply your changes

<figure><img src="/files/3vnFUPhYWNfYomDygEZ0" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/yLlQ9sqNUHvPmsH5lvbL" alt=""><figcaption></figcaption></figure>


# Stories

Create Stories that act as a slide show of locations in the world

#### Accessing Stories

To access the stories feature, open the **Actions Menu** and click the **Stories** button. After clicking, a new window will appear at the bottom of the screen.<br>

<figure><img src="/files/I2AOZVgmwsJJNCIpEvg9" alt=""><figcaption></figcaption></figure>

**Adding and Managing Stories**

* **Add a New Story:** Click the plus button on the right side of the stories window.
* **Rename a Story:** Click the text box next to the pencil icon and type the new name.
* **Recapture Thumbnail:** Press the camera icon.
* **Delete a Story:** Press the X button.

> **Note:** The export feature is under development.

<figure><img src="/files/pvB2C44Oj9Icl575y5K5" alt=""><figcaption></figcaption></figure>

**Adding and Managing Slides**

1. Click on the story's thumbnail to open a new window on the screen's right side.
2. **Add Slides:** Click the highlighted plus icon to add a slide. You may give it a title and description.
3. **Manage Slides:**

   * **Add More Slides:** Press the plus icon for additional slides.
   * **Delete a Slide:** Click the trash icon to remove the current slide.
   * **Navigate Slides:** Use the previous and next buttons to move between slides.<br>

   <figure><img src="/files/okZnYlBVY7PzGKBPvBW7" alt=""><figcaption></figcaption></figure>

**Slideshow Functions**

* **Play Slideshow:** Click the play button to loop through all slides until you stop.
* **Configure Slide Duration:** By default, each slide is 6 seconds; customize to longer if desired.
* **Full Screen:** Click the full-screen button to hide the UI; move the mouse to restore it.
* **Page counter:** There is a page counter on the bottom right, above the next button


# Tile Comparison

## **Overview**

The Tile Comparison feature allows users to visually compare two assets within the same scene using an interactive split-screen workflow. Once two assets are selected and linked, a movable slider is enabled that divides the viewport into two regions. Each side of the screen is associated with one of the selected assets, ensuring that only the corresponding asset is visible within its respective region. As the slider is adjusted, the visible boundary updates in real time, allowing users to directly compare differences between the two assets, even when they occupy the same physical space in the scene.

## Features

* Select and link two assets for comparison
* Enable an interactive, movable slider to divide the viewport
* Display one asset exclusively on each side of the slider
* Dynamically update asset visibility as the slider is moved
* Support overlapping assets while maintaining correct visual separation
* Allow real-time, side-by-side comparison within the same scene

## How to Use&#x20;

Open the **Actions** menu and select **Tile Comparison**. Once selected, the Tile Comparison panel will appear on the right side of the screen, indicating that the feature has been activated and is ready for asset selection and comparison.

<figure><img src="/files/PPMi7NRhdXAMEbzYGBWI" alt=""><figcaption></figcaption></figure>

You will then be presented with two methods for selecting a material (or asset) to use in the comparison. You may either use the **dropdown menu** to choose a solution from the available list, or select **Set**, which enables a selection mode allowing you to click directly on an asset within the scene. When using the Set option, the clicked asset will be assigned to the corresponding comparison slot, streamlining selection when assets are already placed in the environment.

<figure><img src="/files/ELHJoK2JFlyc1SUpBXOX" alt=""><figcaption></figcaption></figure>

Selecting the **dropdown menu** displays a list of all assets associated with your active Cesium token. You can scroll through the available options to review the tilesets and datasets accessible to your account. Once you have identified the desired asset, click on it to assign it to the corresponding comparison slot.

<figure><img src="/files/r78ZSYoXHGrELuup237b" alt=""><figcaption></figcaption></figure>

To select an asset directly from the scene, click **Set** to enable selection mode. While this mode is active, click on a valid Cesium tile within the scene to assign it to the corresponding comparison slot. The selected tile will be linked automatically, allowing it to be used in the Tile Comparison workflow.

<figure><img src="/files/WwUSj6DpxSBSywNUhTgx" alt=""><figcaption></figcaption></figure>

If you need to locate a specific asset, click the **Search** icon to open the search field, then enter the asset name into the search bar. The list will update dynamically to display matching results, allowing you to quickly find and select the desired asset for comparison.

<figure><img src="/files/zQnzmbPszRac1r5EV16a" alt=""><figcaption></figcaption></figure>

After entering a search query, the filtered results will not be immediately visible. To view the updated results, you must reopen the **dropdown menu**. Additionally, note that clicking the **Search** icon again will clear the current search results and reset the list, so be sure to reopen the dropdown before modifying or reissuing your search.

<figure><img src="/files/hYGxPjq6lbqGrzoD8s0t" alt=""><figcaption></figcaption></figure>

Once both tiles have been set, the system will automatically reposition the camera to the location of the **left** asset. If the left asset does not have a valid location, the camera will instead move to the location of the **right** asset. If neither asset provides a valid location, the camera will remain at its current position.

<figure><img src="/files/qqiL57dR1KsztWk2Xt4J" alt=""><figcaption></figcaption></figure>

Once you click **Begin** at the bottom of the Tile Comparison panel, a vertical slider will appear in the center of the screen, dividing the viewport into two sections. The **left side** displays the first assigned asset, while the **right side** displays the second asset. You can drag the slider horizontally to adjust how much of each asset is visible, enabling direct, side-by-side comparison in real time. When you are finished comparing, click **Pause** (located where the Begin button was) to stop the slider interaction and freeze the current view.

<figure><img src="/files/kJXlMnct9537o9tb3JCb" alt=""><figcaption></figcaption></figure>

When you are finished with a comparison and would like to start a new one, click the **Reset** button at the bottom of the Tile Comparison panel. This action clears and unlinks the currently assigned assets from both the **left** and **right** tiles, returning the feature to its initial state and allowing you to select a new pair of assets for comparison.

<figure><img src="/files/KFPd0jV8Z7cqrKjZ0nFA" alt=""><figcaption></figcaption></figure>


# Asset Library

## **Overview**

This feature provides users with an intuitive workflow for browsing and utilizing the project’s asset inventory. Users can explore available asset categories, select a specific category of interest, and then choose an individual asset from within that category. Once selected, the asset can be customized using the available configuration options to meet the user’s specific needs. The feature also supports placing multiple instances of the same asset, allowing users to efficiently populate and iterate on their scene while maintaining consistency and flexibility in asset usage.

## Features

* Select a tile from the available asset inventory
* Place the selected tile at any location within the scene
* Move tiles freely after placement
* Scale tiles to the desired size
* Rotate tiles to achieve the correct orientation
* Delete tiles as needed to modify or refine the scene

## How to Use&#x20;

Open the **Actions** menu and select **Asset Library**. Once selected, the Asset Library menu will appear on the right side of the screen, displaying the available asset categories and options.

<figure><img src="/files/j15apnGM5v60bh9XKEBB" alt=""><figcaption></figcaption></figure>

Once the Asset Library panel appears on the right side of the screen, you can browse the available asset categories, each of which groups related assets for easier navigation. Use your mouse wheel or the scroll bar on the right to move through the list. When you select a category or asset, click on it to reveal the available options within that category, allowing you to choose a specific asset to work with.

<figure><img src="/files/zjYIQSzmrKpJdTqL0QQq" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/d3ZWAM99LAf8J72XYw2d" alt=""><figcaption></figcaption></figure>

Once you have selected the final asset, a configuration window will appear. This window displays a preview of the selected asset along with its name and provides controls for adjusting key properties such as scale and rotation. By default, the scale and rotation values for the X, Y, and Z axes are set to **1** if no values are specified. After you are satisfied with the configuration settings, select **Place Asset** to insert the asset into the scene.

<figure><img src="/files/emHSC9Hn3nvvhsEtpY8t" alt=""><figcaption></figcaption></figure>

Once you click **Place Asset**, the selected asset becomes attached to your cursor and follows your mouse movement within the scene. As you move the cursor, the asset will preview its placement location in real time. Left-click to place the asset, at which point it will be spawned as an actor in the scene. You may place multiple instances of the same asset; however, you must select **Place Asset** each time you wish to place an additional actor.

<figure><img src="/files/St4TAqa5K8ubndGLaB8K" alt=""><figcaption></figcaption></figure>

## Movement of Asset

If you are not satisfied with the placement, scale, or rotation of an actor after it has been placed in the scene, these properties can be adjusted directly within the scene. To begin making changes, first select the **Selection Mode** button located in the toolbar on the right side of the screen.

<figure><img src="/files/CNPTNQ76JenSKxldvzZD" alt=""><figcaption></figcaption></figure>

Once **Selection Mode** is enabled, left-click on an asset to select it, or click and drag to select multiple assets at once. After an asset is selected, transformation controls will appear at the top of the screen. These controls allow you to delete the selected item, as well as move, rotate, or scale it directly within the scene to refine its placement and orientation.

<figure><img src="/files/mOju7dqdGfkDinyz89yV" alt=""><figcaption></figcaption></figure>

## Customization

Some assets support additional customization options beyond placement and transformation. For assets that include multiple color variations, you can modify the asset’s color to better match your scene or design requirements. In the case of Metahuman assets, you can further customize the asset by changing the selected Metahuman, allowing you to swap between different character variants as needed.

If an asset supports multiple color variations, a **Color** option will be available within the asset’s configuration panel. Selecting a color will immediately update the asset preview thumbnail, allowing you to see how the asset will appear with the chosen color applied. Once you have selected the desired color, you can place the asset into the scene using the same workflow as any other asset.

<figure><img src="/files/rzSTHlxzxC8Ourz2ogZ3" alt=""><figcaption></figcaption></figure>

For Metahuman assets, multiple variations of a single character may be available. When this option is present, you can use the selection dropdown within the configuration panel to choose the desired variation by name. Each variation may represent differences in animation, movement, or included props, allowing you to select the version that best fits your intended use case before placing the asset into the scene.

<figure><img src="/files/8qnDnPYYWLlFrcyhGERa" alt=""><figcaption></figcaption></figure>


# Add NPC

## Overview

The Add NPC feature in SiEGA allows users to create immersive and interactive non-player characters (NPCs) to communicate with the users through a voice and chat box interface. Powered by ConvAI, this feature enables users to design unique NPCs with detailed backstories, providing dynamic interactions within the SiEGA environment.

## Features

* Dynamic Interactions: Engage with NPCs powered by advanced AI, allowing for realistic and varied conversations.
* Seamless Spawn and Placement: Easily add NPCs to your environment and adjust their placement to suit your needs.
* Enhanced Knowledge Banks: Easily upload your own knowledge bank to your ConvAI character while creating them, or simply select an existing character with a prefilled knowledge bank.

## Demo

{% embed url="<https://youtu.be/XVgRszhGGwE>" %}

{% embed url="<https://www.youtube.com/watch?v=x0cZFB69T2U>" %}
Here is an additional video that provides a walkthrough of the We the People Museum within the SiEGA environment, showcasing various NPCs in action.
{% endembed %}

## Setting Up a Character in Convai

Sign up for a free account on [convai.com](https://convai.com/), once your account is setup you will be brought to the convai dashboard.

Select create character to begin the character creation process

<figure><img src="/files/8sDpG28Q0edVFbrxxNpo" alt=""><figcaption></figcaption></figure>

To create a character you will do the following steps:

* Create a character description including the character's name, voice, and backstory
* Actions, this can be left blank if desired
* Select a language for the character
* Configure avatar, where you change the appearance in convai

<figure><img src="/files/yO7s7cALheIFwpYVbksW" alt=""><figcaption></figcaption></figure>

Throughout the character creation process the most important step is to focus on the character backstory. This will define who your NPC is and helps establish their identity. Think about their history, motivations, and personality traits as this will affect interactions with users.&#x20;

<figure><img src="/files/fgarFRNd2lqBD4PBCDr8" alt=""><figcaption></figcaption></figure>

Once all the relevant information has been filled out you can select the **Create Character** button on the configure avatar section.

<figure><img src="/files/mdY7quFsIrgSSRPv5RZL" alt=""><figcaption></figcaption></figure>

You should now be able to access all of the other character settings and be able to obtain your character's id. Please copy this character ID and store it someplace that is easy to access on your computer, such as your computer's notepad application.\
\
\*Note that the character AI can be further trained with the knowledge bank setting.

<figure><img src="/files/Ib15p7KykC7tRpJ4hTxR" alt=""><figcaption></figcaption></figure>

Now, head to the top of the screen where you see the key icon right next to your profile. Upon clicking on this icon, a drop-down menu will appear below the icon which will show an API Key which is hidden by default. Click the copy button next to the hidden code and store the key someplace where you can access it again easily (your desktop notepad application).<br>

<figure><img src="/files/AOf3BP98YNfmPWpikHKu" alt=""><figcaption></figcaption></figure>

## How to Use

Open the Actions menu and select the Add NPC option. This action can be performed from either walk mode (as seen in the image below) or fly mode. <br>

<figure><img src="/files/4owcv61xt5mdiBrOdKDe" alt=""><figcaption></figcaption></figure>

To Add an NPC into SiEGA:

* Select a MetaHuman to represent your NPC
* Copy the API Key from your location on your desktop and paste it into the section labeled "API Key"
* Enter the Character ID from your desired Convai character to link it with the selected MetaHuman

<figure><img src="/files/3wfIOMzs295zf2q65qAv" alt=""><figcaption></figcaption></figure>

Use the HUD to position your MetaHuman precisely within the environment. To access the coordinate axis gizmo, you must first click the select icon on the right hand side of the screen to enter "Select Mode" where you will then be able to use your mouse pointer to left click on the NPC. Then the coordinate gizmo will appear and you will be able to interact, move, and scale the NPC while in Select Mode.<br>

<figure><img src="/files/1tYY311gYOOqdIFWHNbM" alt=""><figcaption></figcaption></figure>

To engage with your newly created NPC, hold the **V** key and speak, or type your message into the chat box.

<figure><img src="/files/oywaF02Tey7PqvlZWBH4" alt=""><figcaption></figcaption></figure>


# Viewshed

The **Viewshed** tool in SiEGA allows users to visualize line-of-sight coverage from a specific point in a 3D environment. By placing a "viewshed actor" into the scene, users can see which areas are visible or obstructed from that vantage point, making it useful for applications like urban planning, surveillance positioning, and visibility testing in city models. The tool is interactive, real-time, and highly customizable, enabling control over field of view, distance, orientation, and resolution.

### Controls

When entering viewshed mode, a new version of fly mode is enabled. Moreover, movement will be facilitated through the WASD controls.&#x20;

**W:** Forward\
**A:** Left\
**S:** Back \
**D:** Back

**NOTE:** No other mode (i.e. walk mode) can be enabled during viewshed mode. These modes will be disabled until viewshed mode is deactivated.

### How To Use

To activate Viewshed Mode, open the **Actions** menu and click the **Viewshed** button. Once activated, movement controls switch to *WASD* keys for navigation, and **left-click + drag** lets you pan the camera. This changes the user interaction mode to better support precise placement and manipulation of the viewshed actor.

<figure><img src="/files/Dd6pYjgypjJ0BMXoyYNc" alt=""><figcaption></figcaption></figure>

After enabling Viewshed Mode, a configuration panel appears on the right side of the screen. To begin, click **“Place a Viewshed Actor”** to spawn the interactive object that determines the center point of your visibility analysis. This actor will define the origin of the viewshed.

<figure><img src="/files/0RxxsEeePMYAJ5QDvo0S" alt=""><figcaption></figcaption></figure>

Once the button is clicked, a **blue crystal-shaped actor** will attach to your cursor. Move your cursor to the desired location in the scene, then **click once** to place it. This actor serves as the origin point for calculating visibility.

<figure><img src="/files/UWUtxhuKLQUV3dl5uRso" alt=""><figcaption></figcaption></figure>

After placing the actor, **drag your mouse** to define the initial extent of the viewshed. The distance you drag will determine how far the field of visibility will project from the actor’s location.

<figure><img src="/files/KpPbzhDp9hJVdOhp9PUA" alt=""><figcaption></figcaption></figure>

With the actor in place, you can fine-tune the viewshed field using the sliders on the right panel:

* **Field of View**: Controls the horizontal angle of visibility.
* **Max Distance**: Defines how far the viewshed extends from the origin.
* **Ratio**: Adjusts the vertical compression or expansion of the view cone.
* **View Height**: Raises or lowers the actor's origin point.
* **Yaw**: Rotates the viewshed horizontally.
* **Pitch**: Adjusts the vertical angle.
* **Resolution**: Sets the precision and quality of the viewshed visualization.

<figure><img src="/files/LaRn0T1IllgFT0Ii7kVl" alt=""><figcaption></figcaption></figure>

To reposition the viewshed actor, simply click **“Place a Viewshed Actor”** again. This will remove the current actor and attach a new one to your cursor, allowing you to place it at a new location.

<figure><img src="/files/OWzfz7oRHqiB8JyKK7bU" alt=""><figcaption></figcaption></figure>

To exit Viewshed Mode, click the **“X” button** at the top of the configuration panel. This will close the panel and return the camera to **fly mode**, restoring normal navigation controls and disabling the visibility overlays.

<figure><img src="/files/WNpMErGIDsVDd5nc1EzX" alt=""><figcaption></figcaption></figure>


# Presets

## Overview

The Presets feature  allows you to hide and show certain objects in the world. By default, and on initial open, all objects should be hidden with an empty list. The dropdown menu will allow for switching between presets.

## How to Use

Open the Actions menu and select the **Presets** option&#x20;

<figure><img src="/files/1dT7D9YyqLfyd2lt6ETc" alt=""><figcaption></figcaption></figure>

Create a new preset by typing a name into the preset name entry box and clicking the plus icon to the right.

<figure><img src="/files/oJlskjqoBbHIrbkvhyJb" alt=""><figcaption></figcaption></figure>

Once you have created the new preset, you may select the preset you created in the drop down menu to swap over to that preset.

<figure><img src="/files/kBwalJfgwEgeaKBRGvIv" alt=""><figcaption></figcaption></figure>

To add an asset to your currently selected preset, simply click on the asset in the scene to select it, then click **Add Object**. Note the following:

* You can only add assets to **presets you have created**.
* Default presets such as **Show All** and **Clear All** cannot be modified.
* You do **not** need to be in *Select Mode* to click on and add an asset.

<figure><img src="/files/mZ5vFEwOMKrvW0MGsbJh" alt=""><figcaption></figcaption></figure>

You can now switch between the presets using the drop down menu to hide and show certain objects.

<div><figure><img src="/files/0VdcLkDYmBbeaabCAGYQ" alt=""><figcaption><p>With T-Mobile Preset</p></figcaption></figure> <figure><img src="/files/nVDgSHKgioVmeGw52K0Q" alt=""><figcaption><p>Without T-Mobile Preset</p></figcaption></figure></div>


# Settings

## **Settings Overview**

Under Actions you'll find the **Settings** menu, you will find important settings regarding performance, avatar selection, and a camera sensitivity slider for walk mode.

<figure><img src="/files/lTgRrXHclXTGU7lWM7T5" alt=""><figcaption></figcaption></figure>

### Graphics Level

Here, you can select your desired graphics level for SiEGA to run at. The options are Low, Medium, High, and Epic. Please be aware that running SiEGA locally can be very graphically intensive. The default setting is Medium and the application automatically starts at Medium, so if you prefer a different graphic intensity, then you must re-select the level each time you re-open the application.&#x20;

<figure><img src="/files/0bNXsiwBhqD2NxUxzZS4" alt=""><figcaption></figcaption></figure>

### Avatar

Under this section, you are able to select the character you would like to use in walk mode. The current choices are Maria (default) and Cooper.

<figure><img src="/files/e7S6HXuckBTSz64QcBpf" alt=""><figcaption></figcaption></figure>

### Walk Mode Camera Sensitivity

This slider changes the speed at which the camera moves in walk mode. If you made a change to this and it didn't seem to take any effect, make sure that you are currently in walk mode, then try changing the slider value again.

<figure><img src="/files/cwKrB5PXbfU1biYRVhvy" alt=""><figcaption></figcaption></figure>


# Stories

## **Overview**

The Story Mode feature enables users to create guided, narrative-driven experiences through a configurable slideshow system. Users can build a sequence of slides, each associated with a specific location in the scene. As the slideshow progresses, the camera automatically teleports to the location defined for each slide, presenting the content in a structured and immersive manner. Each slide can be customized with timing and descriptive text, allowing users to control both the pacing and context of the story. When played, the slideshow advances automatically based on the configured settings, looping continuously to support repeated playback.

## Features

* Create and manage a sequence of slides within Story Mode
* Assign a specific world location to each slide
* Automatically teleport the camera to the slide’s location during playback
* Configure the duration of each slide individually
* Add custom text or descriptions to provide context or narration
* Play and loop the slideshow automatically based on user-defined settings

## How to Use&#x20;

To begin using **Story Mode**, open the **Actions** menu and select **Stories**. This action launches the Story Mode interface, which appears as a dedicated panel along the bottom of the screen. The panel serves as the primary workspace for creating, configuring, and managing slideshow-based story content, providing access to all controls required to build and play your story sequence.

<figure><img src="/files/QFgNLRdN6SzFbRzk9EyN" alt=""><figcaption></figcaption></figure>

Click the **plus (+) button** to capture a snapshot of your current camera view. This snapshot is added as a new entry in the **Stories slot** on the bottom panel.

<figure><img src="/files/EGcKizMzQaf3or6yVXGG" alt=""><figcaption></figcaption></figure>

Once a new item is added to the **Stories** slot, a thumbnail is displayed for that entry. You can assign a title directly to the story, and if needed, click the **camera icon** to retake the thumbnail, which will replace it with a snapshot of your current view. When you are ready, click the thumbnail to open the slideshow tab on the right of the screen

<figure><img src="/files/W3GP27rZPUmC0NhrB1vo" alt=""><figcaption></figcaption></figure>

Before proceeding, you must add **at least one slide** using the **Add (+)** button in the top-right corner. Clicking this button saves your **current camera position and orientation** for the slide. When the slideshow is played—or when you navigate to this slide—the camera will automatically teleport back to this saved view.\
Make sure your camera view is set exactly as desired **before** adding the slide.

<figure><img src="/files/VCvohim1Y3DS4rBEJKfu" alt=""><figcaption></figcaption></figure>

You can now **add a title and description** for the slide using the fields on the right panel.

* **Title**: Enter a short, descriptive name for the slide (e.g., *Park View*). This helps identify the slide within the story and provides context during playback.
* **Description**: Add supporting text to explain what the viewer is seeing or why this location is important. This text is shown alongside the slide while the story is playing.

Both the title and description are saved with the slide and will be displayed whenever this slide is active during the slideshow.

<figure><img src="/files/QMdYrH3SW3zPm9sEJFf1" alt=""><figcaption></figcaption></figure>

At the bottom of the panel, you can **control slideshow playback**. From here, you can play or pause the slideshow, manually navigate between slides using the **Previous** and **Next** buttons, and adjust the **slideshow duration**. As the slideshow progresses, the camera will automatically teleport to each slide’s saved location when that slide becomes active, while the corresponding slide content updates in the panel.

<figure><img src="/files/uRQgjPcJ2OUI5pZKUobH" alt=""><figcaption></figcaption></figure>

If you want to remove a slide from the slideshow, click the **trash icon** located at the top of the slide panel. This will delete the currently selected slide from the story.

<figure><img src="/files/sQzGmtjtTNjDG7B1bndo" alt=""><figcaption></figcaption></figure>


# Export

## Overview

The export feature allows user to export images in either 1080p or 4K resolution based on the current camera position in the SiEGA globe viewer.

## Demo

\*Note that this demo covers **BOTH** the Import **AND** Export features

{% embed url="<https://www.youtube.com/watch?t=300s&v=VYkteS5CRTY>" %}

## How to Use&#x20;

Position the camera as desired to ensure the view captures the intended scene or subject. Open the **Actions** menu and click the **Export** button to begin the process.

<figure><img src="/files/Sy6zoE3BtpfDrLPIVuZj" alt=""><figcaption></figcaption></figure>

The only option available upon entering the export menu is **Set Render Folder.**&#x20;

<figure><img src="/files/cQgvHXAKeXc9WBYt4VWX" alt=""><figcaption></figcaption></figure>

You can either create a new folder or choose an existing one already.&#x20;

<figure><img src="/files/I90NvINaWDZNYPAVZBqa" alt=""><figcaption></figcaption></figure>

Once the render folder has been selected you will be prompted to choose an image resolution for either 1080p or 4K.

<figure><img src="/files/R3SWTg9p1YykAXiUuU4V" alt=""><figcaption></figcaption></figure>

The export process is now complete and when you navigate to the designated render folder you will see the exported image in PNG format.

<figure><img src="/files/JHeSCeJ71W33VzxJ3ZmH" alt=""><figcaption></figcaption></figure>


# Tools

## Overview

The Tools menu in SiEGA is designed to enhance your workflow and improve the efficiency of your projects. Each tool offers unique functionalities that cater to a variety of tasks, ensuring you have the resources needed for comprehensive analysis and design.


# Annotation

## Overview

The Annotation tool allows users to interactively annotate any environment, making it easier to highlight points of interest, share insights, and leave notes. Whether it's for architectural review, design discussions, or educational purposes, this tool provides a seamless way to visually communicate ideas and observations directly within the 3D space. Users can place annotation markers to pinpoint specific areas and leave detailed notes for additional context.

Each annotation consists of a **Title** for a quick summary and a **Body** for in-depth comments, making it easy to organize and understand feedback.

## How to Use

To begin, activate the tool by clicking the Annotate button located on the main toolbar on the right side of your screen. This will reveal a secondary menu with two options: Annotate and Clear All.

<figure><img src="/files/ACMjrn6DlmfTnVC1tfDG" alt=""><figcaption></figcaption></figure>

To create a new note, select the Annotate option from this menu to enter the placement mode. You can click anywhere in the 3D scene to drop an annotation marker. A text panel will appear, prompting you to enter a Title and a Body for your note.&#x20;

<figure><img src="/files/FviMQGWK5HQ14mpfX1sw" alt=""><figcaption></figcaption></figure>

Managing your annotations is simple. To remove a single note, just hover your mouse over the (X) button and click it. If you need to clear the entire scene, you can select the Clear All option from the Annotation menu. Please be cautious when using this feature, as it will permanently remove every annotation in the project and cannot be undone.

<figure><img src="/files/pP2noo9Y0xNqKLtdyjCk" alt=""><figcaption></figcaption></figure>


# Measurement

## Overview

The Measurement tool allows users to accurately measure distances within the SiEGA environment.&#x20;

## Features

* **Measurement Modes:** Switch between measuring distance (in feet or meters) and area (in square feet or square meters) to fit your project needs.&#x20;
* **Real-Time Display**: See live measurement updates in a central display box as you interact with the tool.
* **Area Calculation:** Easily draw custom shapes to calculate the enclosed area in your preferred unit, whether square feet or square meters.

## How to Use

To get started, open the Measurement tool by selecting it from the main toolbar on the right side of your screen. Once activated, you'll see options to switch between measuring distance and area.

<figure><img src="/files/tK2riQGHugBBNE72ypdO" alt=""><figcaption></figcaption></figure>

You will see multiple measurement options including:

* **Length (m)**: Measure linear distance in meters by clicking and dragging between points.
* **Length (ft)**: Measure linear distance in feet for projects requiring imperial units.
* **Area (m²)**: Draw a shape to calculate the enclosed area in square meters.
* **Area (ft²)**: Draw a shape to calculate the enclosed area in square feet.
* **Undo**: Remove the most recent shape in your current measurement sequence.
* **Clear All**: Erase all existing measurements from the scene.

<figure><img src="/files/x0Zc1r9Lnfz3WRd6Uo1r" alt=""><figcaption></figcaption></figure>

To add a measurement to the environment, simply click one of the four available measurement options. Use left-click to place each point in the scene. Once you've finished placing all points, press left-shift to confirm and finalize the measurement.

<figure><img src="/files/c0N7cPZdGT7Is6weHgVT" alt=""><figcaption><p>Example of the Add option being used to add a measurement to the environment</p></figcaption></figure>


# Draw Tools

## Overview

The Draw tool allows users to create visual elements—such as lines, circles, and shapes—within the SiEGA environment.

## Features

* **Drawing Modes:** Choose from a variety of drawing options including Line, Landing Line, Curve, Circle and Polygon to illustrate or highlight elements within the environment.
* **Flexible Placement**: Easily place and adjust shapes using simple point-and-click controls for precise visual annotations.
* **Visual Markup:** Use drawings to mark important areas, guide attention, or support collaborative discussions

## How to Use

To get started, open the Draw tool by selecting it from the main toolbar on the right side of your screen. Once activated, you'll see a set of drawing options.

<figure><img src="/files/A1iVj9ScCG4oFJgqQhxx" alt=""><figcaption></figcaption></figure>

You will see multiple drawing options including:

* **Line**: Create straight lines between two points to mark or connect elements in the environment.
* **Landing Line**: Draw lines that conform to the terrain or surface beneath them—ideal for visualizing paths or routes over varied elevation like hills or mountains.
* **Curve**: Place multiple points to create a smooth, curved line for flexible annotations.
* **Circle**: Draw circular shapes by clicking to define the center and dragging to set the radius.
* **Polygon:** Create multi-point closed shapes to highlight or frame specific areas.
* **Undo**: Remove the most recently placed shape or point from your current drawing.
* **Clear All**: Erase all existing drawings from the scene.

<figure><img src="/files/rLnvcfDoPz5ohwfP5nqk" alt=""><figcaption></figcaption></figure>

To add a drawing to the environment, start by selecting one of the available options. Use left-click to place each point in the scene. Once you've finished placing all desired points or defining the shape, press left-shift to confirm and finalize the drawing.

<figure><img src="/files/qJlXA86lDMB7rx2vQQFb" alt=""><figcaption><p>Example of the square draw tool</p></figcaption></figure>


# Geo-Marker

## Overview

The Geo-Marker feature allows users to pinpoint specific locations in the SiEGA environment by placing markers that indicate longitude, latitude, and altitude. This simple yet effective tool enhances spatial awareness and data visualization, making it easier to track and reference important geographic points.

## Features

* **Location Tracking**: Automatically captures and displays the longitude, latitude, and altitude of the marked point.
* **Easy Placement**: Quickly place geo-markers in the 3D environment with a simple click.
* **Title:** Add a custom label or name to each marker to help identify specific locations or points of interest.
* **Delete Option**: Remove individual markers as needed for cleanup or adjustments.
* **Clear All:** An option to remove all markers at once

## **How to Use**

To begin, activate the Geo Marker tool by clicking the Place Marker button located on the main toolbar on the right side of your screen. This will reveal a secondary menu with two options: Place Marker and Clear All.

<figure><img src="/files/SEVLQSiREG682DCTNuGm" alt=""><figcaption></figcaption></figure>

To create a new Geo Marker, select the "Place Marker" option to enter placement mode. Click anywhere in the 3D scene to drop a marker at your desired location. The tool will automatically capture the precise longitude, latitude, and height coordinates of that point. A panel will then appear, displaying these coordinates and allowing you to enter a custom Title to identify the marker.&#x20;

<figure><img src="/files/kDZryWqDn3yQpRFQqgVI" alt=""><figcaption></figcaption></figure>

You can easily manage markers placed with the Geo Marker tool. To delete an individual marker, simply hover over it and click the (X) icon. If you want to remove all markers at once, use the Clear All option in the Geo Marker menu. Keep in mind that this action is permanent and cannot be undone.

<figure><img src="/files/QZgm2ewFHvbNjSKhKDio" alt=""><figcaption></figcaption></figure>


# Selecting Mode

## Overview

Selecting Mode lets you easily choose and manipulate actors within the environment. By clicking the Select Mode button, you enter a mode where you can click on an actor to select it, then move, scale, or rotate it as needed. This intuitive mode provides full control over positioning and transforming objects to customize your scene.

## How to Use

To begin, activate the Selecting Mode by Select button located on the main tool bar on the right side of your screen and click on an object you would like to transform.

<figure><img src="/files/Yh7hqJAFNU7ax7LA65kV" alt=""><figcaption></figcaption></figure>

After clicking an object you'd like to transform, a secondary toolbar will appear at the top of your screen. This toolbar provides transformation options, allowing you to scale, rotate or translate the selected object. Simply click the corresponding button to enter the desired transformation mode and adjust the object directly in the scene.

<figure><img src="/files/sgvfY2dc6XPJWwTEcbrC" alt=""><figcaption></figcaption></figure>


# Presenter

## Overview

Presenter is a custom-built tool designed to streamline the process of displaying multimedia content within the SiEGA environment. It provides users with a simple, intuitive interface to create and navigate presentations composed of images and videos.

With the Presenter tool, users can:

* Select and import image and video files into a dynamic presentation list.
* Display selected media in a dedicated presentation window with smooth transitions.
* Scroll through the presentation content using simple navigation controls.
* Add or remove media items on the fly, allowing flexible presentation updates in real time.

## How to Use

To begin, open the Presenter tool by selecting it from the main toolbar on the right side of your screen. Once opened, you'll see two options: Add Presenter and Clear All.

<figure><img src="/files/OpjoTMIDv6mDewQgdcPz" alt=""><figcaption></figcaption></figure>

To create a new Presenter, select the "Add Presenter" option to enter placement mode. Then, simply click anywhere in the 3D scene to place the Presenter at your desired location. Once placed, you can interact with the Presenter by clicking on it, which opens the presentation window. From this window, you can click on the "Edit" button to easily manage your media list.

<figure><img src="/files/sHTXpxqjvbPEAr6gfwZG" alt=""><figcaption></figcaption></figure>

Clicking the "Edit" button opens a separate media management window, where you can view and organize all assets associated with the selected Presenter. In this window, you can add new images or videos, delete specific items, or replace existing ones with updated content.&#x20;

<figure><img src="/files/V8ABvmWUfeBx8H5UCRiN" alt=""><figcaption></figcaption></figure>

To move, rotate, or scale the Presenter tool, click the "Selecting Mode" icon from the main toolbar. This allows you to select the Presenter you want to modify within the scene. Once selected, you can use the standard transform controls to adjust its position, rotation, or size. If you wish to remove a Presenter, simply click the trash icon to delete the selected instance.

<figure><img src="/files/hLNBPmBDj4nKRNGBR7uR" alt=""><figcaption></figcaption></figure>


# Other Features

## Overview

SiEGA includes additional features beyond those detailed in the previous documentation, all designed to enhance overall quality of life (QOL) and improve the user experience. These features provide added functionality and convenience, making interactions within the application more intuitive and enjoyable.

## Demo

{% embed url="<https://youtu.be/X6p-qXgqcWo>" %}


# Navigating Movable UI

#### **Overview**

The platform now includes an enhanced user interface that features **movable and resizable windows** along the left, right, and bottom edges of the screen. These improvements enable more flexible workspace customization and allow users to prioritize specific tools or views during their workflows.

The new UI is organized into three main regions:

* **Left Panel:** Hosts the primary action features, such as Data Layers, Controls, Settings, etc...
* **Right Panel:** Displays context-sensitive tools like **Viewshed Mode** and **Metadata Mode**.
* **Bottom Panel:** Contains media tools including image and video management.

This image displays the default layout with all three windows active. The **Viewshed panel** is open on the right, the **Data Layers** panel on the left, and the **media panel** is docked at the bottom. These panels are now fully adjustable, supporting both movement and size scaling.

**How To Use**

<figure><img src="/files/uFcNG6O9YFEfRfjl44P5" alt=""><figcaption></figcaption></figure>

Each window includes a dedicated **"X" button** to close the panel. These buttons are located in the top-right corner of the right and bottom panels, and in the top-left corner of the left panel.\
**User Tip:** When you close a panel, the next time you reopen it, it will retain the same dimensions it had before being closed.

<figure><img src="/files/NJjV3BMR1gImhAiAl8AX" alt=""><figcaption></figcaption></figure>

Panels can be resized using the **handle bars** highlighted in this image:

* The **left panel** has been minimized. There is a lower limit to prevent excessive shrinking that could prevent user interaction.
* The **right panel** has been expanded. Similarly, it has an upper limit to preserve visibility of the main viewport.
* The **bottom panel** is also resizable. However, when expanded, it will **overlap** both the left and right panels. This overlapping is intentional to preserve the game viewport while managing media assets.

<figure><img src="/files/ZFfbB6VYliHVs5xy8dxZ" alt=""><figcaption></figcaption></figure>


# Visualizing Metadata

## Overview

The Metadata Mode feature introduces an interactive and intuitive way for users to explore metadata associated with individual components of a building. When activated, users can click the **Metadata Mode Button** to enable this functionality. Key features include:

* **Component Interaction:** Users can click on specific components of a building to reveal associated metadata.
* **Highlighting:** Components with metadata are visually highlighted when Metadata Mode is active, making it easy to identify which parts of the building contain additional information.
* **Metadata Display:** Upon clicking a highlighted component, a list of metadata keys and values is displayed, allowing users to easily browse and locate the information they need.

This tool streamlines the process of accessing and managing building metadata, offering a user-friendly experience for navigating complex datasets.

## How it works

**Viewing Metadata**

To access the metadata for a tileset or building, navigate to the desired structure. Once there, click the **Metadata** button located in the top-right corner of the screen. This action enables Metadata Mode, allowing you to explore detailed information associated with the building components.

&#x20;

<figure><img src="https://t9010114550.p.clickup-attachments.com/t9010114550/be9a0c81-aad2-4b00-b535-ba56c022d1d3/image.png" alt=""><figcaption></figcaption></figure>

&#x20;

**Metadata Display**

After clicking the **Metadata** button, a widget will appear on the right side of the screen. This widget serves as the display area for all metadata associated with the selected component. It organizes the data into property labels and their corresponding values, making it easy to browse and understand.

&#x20;

<figure><img src="https://t9010114550.p.clickup-attachments.com/t9010114550/58dfdc8b-5693-4e05-b582-ba48f9df69c4/image.png" alt=""><figcaption></figcaption></figure>

&#x20;

**Hovering Over Components**

You can hover over any component of the building with active metadata to easily identify and view the associated information. This feature allows you to quickly determine which components contain metadata without the need for additional clicks.

&#x20;

<figure><img src="https://t9010114550.p.clickup-attachments.com/t9010114550/264253f9-aaf7-4395-ad33-b91f73656ac0/image.png" alt=""><figcaption></figcaption></figure>

&#x20;

**Interacting with Highlighted Components**

When you click on a highlighted component, all metadata associated with that component will be displayed in the widget. You can scroll through the list to locate the specific property and value you need. To unhighlight the component, simply click anywhere outside the highlighted area.

&#x20;

<figure><img src="https://t9010114550.p.clickup-attachments.com/t9010114550/c7ae9bcb-9059-4590-b9aa-cd05623f3f97/image.png" alt=""><figcaption></figcaption></figure>

#### **Search Bar**

At the top of the interface is a search bar for filtering metadata labels. As you type, the labels dynamically update to display only those containing your input. Clear the search bar to reset the list and view all available labels.

&#x20;

<figure><img src="https://t9010114550.p.clickup-attachments.com/t9010114550/b4bbff9d-2058-40e2-8a79-24233cd23656/image.png" alt=""><figcaption></figcaption></figure>

&#x20;

**No Metadata Found**

If you click on a component that does not have any associated metadata, a message will be displayed indicating that no metadata was found. This ensures clarity and helps users distinguish between components with and without metadata.

&#x20;

<figure><img src="https://t9010114550.p.clickup-attachments.com/t9010114550/98509622-885b-4438-8148-a24b99fd2fe9/image.png" alt=""><figcaption></figcaption></figure>

&#x20;

**Work in Progress:** Currently, we are considering adding a filter feature to remove irrelevant information for a more streamlined experience.


# Search

## Overview

The **Search** feature in SiEGA offers a seamless way for users to locate and navigate to specific locations around the globe with speed and precision. Integrated with the Cesium ion Geocoder, this tool allows users to enter place names, addresses, landmarks, or coordinates directly into the search bar. Upon submission, the globe viewer will immediately reposition the camera to the queried destination, offering an intuitive method for exploring any region of interest without manual panning or zooming.

This functionality is especially valuable for users working with geographically dispersed datasets or for those conducting analysis in precise real-world locations. By removing the need for manual navigation, the search tool not only improves efficiency but also enhances accuracy, allowing users to reach their intended viewpoint in seconds. Whether you're examining urban infrastructure, rural developments, or natural landscapes, the Search feature provides an essential entry point to interact with and analyze the SiEGA environment in a targeted and user-friendly way.

## How to Use

Click the **Search** button to activate the search bar at the top of the SiEGA interface.

<figure><img src="/files/BEpBIi3k70o4rIRPM16i" alt=""><figcaption></figcaption></figure>

Type a location into the search bar, and a dropdown list of suggestions will appear. Click on your desired location from the list to automatically navigate to and view it on the map within the SiEGA environment.

<figure><img src="/files/ijXbB3ACSp2a1CqU1q5J" alt=""><figcaption></figcaption></figure>

Once you click on a suggested location, the viewer will automatically move and zoom in to that specific address, placing you directly at the selected point on the map.

<figure><img src="/files/pElAbWlOeNHY97MDMjox" alt=""><figcaption></figcaption></figure>


# Weather

## Overview

The Time-of-Day Control allows users to easily adjust the time within a specified range in military time from 00:00 - 24:00. This feature provides an intuitive way to set the desired time for various applications, enhancing user control and interaction. The slider visually represents the time of day, making it straightforward for users to select their preferred hour.

The **Weather Controls** feature allows users to adjust the time of day using a visual slider (in 24-hour military time format, 00:00–24:00) and apply dynamic weather effects from a selection of over 13 different weather states.

Key capabilities include:

* **Time Adjustment**: Easily set the desired time using an intuitive slider that visually represents the full day cycle.
* **Dynamic Weather Selection**: Choose from a dropdown menu of diverse weather presets to simulate different environmental conditions.

This feature enhances realism and interactivity, making it ideal for presentations, simulations, and environmental testing scenarios. This feature is only available when you are near the ground.&#x20;

## How to Use

Click the designated button to activate the weather controls.

<figure><img src="/files/D2FJrg1BM35vfGFpkaPX" alt=""><figcaption></figcaption></figure>

After opening the **Weather Control** menu, a small panel will appear to the left of the button. To adjust the **time of day, d**rag the **slider** left or right to set the desired time.

<figure><img src="/files/2Hf2Bj2qrcQeOC2lbItY" alt=""><figcaption></figcaption></figure>

To adjust the current weather setting, click on the dropdown menu below the time of day slider. You will be presented with a list of available weather settings. To select the desired weather setting, simply click on the option you would like to use.&#x20;

<figure><img src="/files/kStncnU1Gx7hv1a7oVPv" alt=""><figcaption></figcaption></figure>

Example:

<figure><img src="/files/8UFqZHszc6YX4s2IvgL4" alt=""><figcaption></figcaption></figure>


# Navigation Modes

## Overview

The **SiEGA Globe Viewer** offers two navigation modes that provide users with flexibility and control when exploring the 3D environment. These modes are designed to support a range of use cases, from broad spatial analysis to detailed inspection, ensuring that users can interact with the platform in the way that best suits their needs.

Users can seamlessly switch between navigation modes at any time, making it easy to adapt their experience based on the level of interaction or perspective required. This versatility allows for a smooth and intuitive exploration of geospatial data within the SiEGA platform.

## Types

## Fly Mode

Fly Mode allows users to freely navigate the 3D environment, offering a broad, flexible perspective ideal for exploring large-scale areas or inspecting details from different angles. This is the default navigation mode when entering the SiEGA environment.

To navigate in Fly Mode, use your mouse as follows:

* **Scroll Wheel**: Zooms in or out toward the point where your cursor is currently positioned, enabling precise control over the viewing distance.
* **Left Mouse Button (Click and Drag)**: Moves the view across the screen based on the direction and speed of your drag. Longer drags result in faster, broader movement, while shorter drags produce finer adjustments.
* **Right Mouse Button (Click and Drag)**: Rotates your view around the current mouse position, allowing you to pivot the camera to inspect the environment from different angles without changing your location.
* **Camera Movement Controls:**
  * **W**: Move the camera forward, parallel to the globe's surface.
  * **A**: Move the camera left, parallel to the globe's surface.
  * **S**: Move the camera backward, parallel to the globe's surface.
  * **D**: Move the camera right, parallel to the globe's surface.
  * **Q**: Move the camera toward the globe's center.
  * **E**: Move the camera away from the globe's center.
* **Touch Input Toggle:** Press **T** to toggle **Touch Input Mode** while in Fly Mode. This mode switches the navigation controls to a touch-style input system. If your mouse controls stop responding or no longer rotate the camera as expected, Touch Input Mode is likely enabled. Press **T** again to return to the standard mouse controls. Please note that Touch Input Mode is intended for touchscreen devices and will not function on devices without touchscreen functionality.

This control scheme provides intuitive and fluid movement, supporting efficient exploration and analysis of spatial data.

<figure><img src="/files/Tp74w30CpMUKq0Yu3Adn" alt=""><figcaption></figcaption></figure>

## Walk Mode

Walk Mode allows users to explore the SiEGA environment from a ground-level, first-person perspective through their own avatar. This immersive mode is ideal for detailed inspections, spatial awareness, and experiencing the environment as if you were physically present.

To navigate in Walk Mode:

* **W / A / S / D**: Move forward, left, backward, and right, respectively.
* **Shift**: Hold to run, increasing movement speed.
* **Space**: Press to jump.

Walk Mode is useful for close-up interaction with assets, verifying placements, and evaluating how structures appear and feel from a human-scale viewpoint.

<figure><img src="/files/9wkrlGcy60vsxMD2p43b" alt=""><figcaption></figcaption></figure>

### VR Mode

Explore the SiEGA environment in VR Mode using an OpenXR-compatible headset for a fully immersive experience. This mode offers an enhanced experience, allowing users to physically interact with scene assets.

#### How to Use VR Mode

1. **Setup Headset**: Ensure your VR headset, compatible with OpenXR Runtime, is connected to your computer. Confirmed supported headsets include Meta Quest 2 and Meta Quest 3.

   <figure><img src="/files/AF695tWsAMuAbpy0tHQI" alt=""><figcaption></figcaption></figure>
2. **Connecting the headset (Meta Quest 2)**:
   * Download the Meta Horizon Link app and connect your headset.
   * In the app settings, enable "Unknown Sources."

     <figure><img src="/files/TIQxSUSL3L0WSPPQFJMQ" alt=""><figcaption></figcaption></figure>
   * Activate OpenXR Runtime by selecting "Set Meta Horizon Link as active."

     <figure><img src="/files/HEa84ASabzQ1k7E3tE6u" alt=""><figcaption></figcaption></figure>
3. **Launch SiEGA**:
   * Open SiEGA and use the search bar to navigate your VR location.

     <figure><img src="/files/wQhr3fskYXUPdaghMjDT" alt=""><figcaption></figcaption></figure>
   * Click the VR icon and choose between Fly Mode and Walk Mode.

     <figure><img src="/files/HOzmcHFz9D1Gdhvy0eU8" alt=""><figcaption></figcaption></figure>
4. **VR Display**: Once connected, your VR headset should display SiEGA as a VR application.

   <figure><img src="/files/fuD8RGLwNl41XnpYIWbH" alt=""><figcaption></figcaption></figure>

#### Controls

**Fly Mode**

* **Right Joystick**: Move forward, back, left, right; tilt to ascend/descend.
* **Left Joystick**: Rotate left/right.
* **Left Menu Button**: Open the exit menu; use the laser pointer and trigger to exit.

**Walk Mode**

* **Right Joystick**: Teleport by holding a direction, forming a red circle, then releasing.
* **Left Joystick**: Rotate left/right.
* **Left Menu Button**: Open the exit menu; use the laser pointer and trigger to exit.

#### Notes

* **Alpha Stage**: VR Mode is experimental and includes bugs.
* **Known Issues**: Exiting VR can disrupt SiEGA functionality. Restart the application to continue use.
* **Walk Mode Bug**: Rotate physically for consistent orientation after teleporting.


# Saving and Loading (Save Menu)

## Overview

The Saving and Loading Feature allows users to securely save their progress in the application, ensuring that they can return to a saved slot at any time. In addition to this, users can load previous saves as well as delete unwanted ones.

## Features

* **Secure Saving:** Save your progress in the SiEGA environment at any point, this ensures that no data is lost
* **Load Previous Saves:** Easily access and load earlier game saves to continue your adventure
* **Delete Saves:** Manage your save files by deleting any that are no longer needed

## **How to Use**

Click the save menu icon located at the top right.

<figure><img src="/files/0j1tri3XNVODeUPKkH8K" alt=""><figcaption></figcaption></figure>

On clicking the button, you will be presented with the save menu which includes your current and existing save slots as well as buttons to load from a slot, create a new slot or save to a selected slot, delete the selected slot, or exit the menu. Typically, there is an existing slot usually named "MySaveGame" which is the default save slot. If you have not previously saved to this default slot, then loading from this slot will essentially reset the entire application and place you back to the starting location in space.

<figure><img src="/files/3ctBLKFSJ6BdWpUfUrO4" alt=""><figcaption></figcaption></figure>

### Creating a New Save Slot

To Create a new save, enter a name into the text box and click save to slot. This will create a new slot and save your current data to the said slot.

<figure><img src="/files/UzWaurlpLYuH2D8SWPYu" alt=""><figcaption></figcaption></figure>

A notification will confirm that your game has been successfully saved and the newly created slot will have appeared in the save menu under save slots.

<figure><img src="/files/RjWtGkladgNMy1o4ojYe" alt=""><figcaption></figcaption></figure>

### Saving to an Existing Slot

To save to an existing slot, select the save slot you wish to save to and click save to slot. This will save your current state to the selected slot.&#x20;

<figure><img src="/files/tUh2QNqMivjdI1mTeZNA" alt=""><figcaption></figcaption></figure>

After saving to an existing slot, we can see the preview image reflects the new location (and any other notable changes), signalling that the slot has been updated.

<figure><img src="/files/gMNyChat0GHkMNiRyfDW" alt=""><figcaption></figcaption></figure>

### Loading from an Existing Slot

To load from an existing slot, simply select the slot in the save menu and click **Load from Slot**. Clicking load without a slot selected will simply reload the current save slot you are in, taking you back to the most recent save of said slot.&#x20;

<figure><img src="/files/BqYUPHP84vK15ejIjkat" alt=""><figcaption></figcaption></figure>

### Exiting the Save Menu

To exit the save menu, click the **Back** button on the bottom right of the menu.

<figure><img src="/files/BWm5bYRTjql8XUcSRbtP" alt=""><figcaption></figcaption></figure>

### Persistence&#x20;

You can log out or exit SiEGA when you are finished.

<figure><img src="/files/pQuWiVgIzXj9ohfVlXVd" alt=""><figcaption></figcaption></figure>

Upon logging back in, you will see that the SiEGA environment has been saved and is ready for you to continue. SiEGA automatically loads back into your most recently used save slot.

<figure><img src="/files/KYRkqTE4TOER4O1So2DG" alt=""><figcaption></figcaption></figure>

### Disclaimers

There are some features which are not integrated with the saving and loading system.\
Features described below:

* Camera Sensitivity for walk mode
* Weather and time of day
* Settings menu options
* Current mode (Walking, Flying, VR, Viewshed)
* Point Cloud styling customization
* Asset Library
* Stories
* 3D Tileset updated locations
* Imported Media (Data Layers Panel)


# Overview

This page introduces you to the SiEGA Web environment and provides a walkthrough of the  essentials, so you can begin exploring and interacting with your 3D data with ease.

#### Welcome to SiEGA Web!

\
**SiEGA Web** is the browser-based version of **SiEGA Desktop**, allowing you to work with your AERO AI geospatial data directly in&#x20;your browser without the need to install any software.&#x20;

## **Launching SiEGA Web**

From your AERO AI dashboard, click on the "My Assets" tab in the sidebar to view your available assets.

<figure><img src="/files/bQHmSY9NwEVuwykkOwGl" alt=""><figcaption></figcaption></figure>

Locate the asset you would like to view and click "Open in Viewer" to launch SiEGA Web in a new browser tab with your asset loaded and ready for use.

<figure><img src="/files/83Q2B6XioOBCyCABRopR" alt=""><figcaption></figcaption></figure>

An alternative is to click on the "Projects" tab in the sidebar. Than click on "Open in SiEGA Web" button from the already created project.

<figure><img src="/files/Orw2ZI4ytdTJMPuovbES" alt=""><figcaption></figcaption></figure>

Once **SiEGA Web** is loaded, you will see the main viewer environment. The interface is organized into four main areas that you will interact with as you&#x20;work:<br>

* The Asset Sidebar on the left lists your loaded data and available assets.
* The Top Toolbar runs across the top of the screen and holds the main tools, including Bookmarks, Layers, Measure, Place, and Share.
* The Right-Side Panels open when you activate a tool from the Top Toolbar and close when you exit the tool.
* The Bottom Panel is where bookmarks, video editing, and share links appear.

## Loading Your First Scene

In the Asset Sidebar, your assets are organized into categories based on file type, such as "3D Tiles", "Imagery", "Terrain", "GeoJSON", and more. Click&#x20;on the category that contains the asset you would like to load to expand the list of assets inside it.

<figure><img src="/files/e6AVnvm5VEpkWOJSB5k2" alt=""><figcaption></figcaption></figure>

Locate the asset you would like to view and click the Download icon next to the asset name to load it into the scene. Once loaded, the asset will be&#x20;listed as a layer in the Scene Layers Panel.

<figure><img src="/files/bLyNIqPJNbHt3ATTHOt9" alt=""><figcaption></figcaption></figure>

To move the camera to your asset, click the Eye icon next to the asset name. The camera will fly to the asset's location in the scene.

Use your mouse to navigate the 3D environment. Drag to pan the camera, scroll to zoom in or out, and right-click and drag to rotate the view.


# Browser & Performance Requirements

How smoothly SiEGA Web runs depends on your hardware. Here is the one thing that is actually required, followed by a baseline and a recommended setup.

#### What You Need

* A current version of Chrome, Edge, Firefox, or Safari
* WebGL 2.0 support, on by default in those browsers
* Hardware acceleration enabled in your browser settings

Baseline for Basic Maps and Light Scenes

* CPU: Dual core 2.0 GHz or higher
* RAM: 4 GB
* GPU: WebGL 2.0 capable integrated graphics, such as Intel UHD or AMD Radeon
* Network: Broadband, 2 Mbps or higher

Recommended for 3D Tiles, Point Clouds, and City Scale Twins

* CPU: Quad core 3.0 GHz or higher
* RAM: 8 GB to 16 GB
* GPU: Dedicated graphics card with 2 GB to 6 GB of VRAM, such as an NVIDIA GeForce GTX 1650 or better
* Network: Broadband, 10 Mbps to 25 Mbps
* Display: 1920 x 1080 or higher

#### Getting the Best Performance

* Big scenes with high resolution 3D Tiles or point clouds benefit most from more RAM and a dedicated GPU.
* A steady connection keeps streaming smooth, since data loads as you move.
* Keep your graphics drivers and browser up to date to avoid slow or glitchy rendering.


# Projects

Projects are how you organize a single site or job inside SiEGA Web. Each project bundles your site's metadata — name,&#x20;location, visibility, and type — with whatever scene you have saved, so you can step away and come back to the exact&#x20;same view, layers, and measurements. Projects are created on the AERO AI dashboard, then opened, edited, and saved&#x20;from inside the viewer

### Feature

* Group a site's metadata and its saved scene under a single named project.
* Choose visibility per project — Private, Organization, or Public (read only).
* Open a project straight from the dashboard or from inside the viewer.
* Rename the current project inline without leaving the scene.
* Save scene changes back into the same project with one click.
* Save a brand new project from a blank viewer with "Save to Cloud".

### Creating a Project From the Dashboard

Every project starts on the AERO AI dashboard. Sign in to your AERO AI account, open the Projects&#x20;page, and click "+ New Project" in the top right corner to launch the three-step Create Project wizard.

<figure><img src="/files/Po18zjlTOzqrSZ5Hn4mG" alt=""><figcaption></figcaption></figure>

1. Project Info. Enter the required Project Name, an optional Description and Client / Organization, pick a Project Type from the dropdown, between Drone mapping, AEC, Planning, Digital twin, Research, or Other, and choose a Visibility between Private, Organization, and Public read only. Click "Next" at the bottom right of the page to continue.

<figure><img src="/files/lM6osEuM56pSvxQ7yfnH" alt=""><figcaption></figcaption></figure>

2. Location. This step is optional. Search for an address, drop a pin on the map, or type a Latitude and Longitude directly into the fields. You can also draw or upload a boundary GeoJSON to outline the site. Click "Next" at the bottom right when you are done, or click "Back" at the bottom left to return to Project Info.

<figure><img src="/files/462PqJzV0r0Yx5h4MdFk" alt=""><figcaption></figcaption></figure>

3. Launch. Pick how you want to start working. The three options are stacked vertically in the center of the page. Click "Launch in SiEGA Web" at the top to create the project and open it in a new browser tab, "Launch in SiEGA Desktop" in the middle to save the project for use in the Desktop launcher later, or "Save Project Only" at the bottom to save it and return to the dashboard.

<figure><img src="/files/p7w34q5GIPoswiWzDGKF" alt=""><figcaption></figcaption></figure>

### &#x20;Opening a Project in the Viewer

You have two ways to open an existing project in SiEGA Web.

From the AERO AI dashboard, find the project you want on the Projects page and click the blue "Open in SiEGA Web"&#x20;button at the bottom of its card. A new browser tab opens with the project already loaded and its scene restored.

From inside the viewer, open the Asset Sidebar on the left side of the screen and expand the Projects accordion at the&#x20;top of the sidebar. The accordion lists every project on your account, with the project name on the left side of each&#x20;row and a cloud download icon on the right side. Click the cloud download icon on the right to load that project. The&#x20;viewer reloads to bring in the project and its saved scene cleanly

<figure><img src="/files/j5qnJo4U2G0rqUZ8Rte0" alt=""><figcaption></figcaption></figure>

### Saving Your Changes

Both the Projects accordion in the Asset Sidebar on the left and the Project subsection in Scene Layers on the right&#x20;include a blue Save button that adapts to what you are working on.

When a project is loaded, the button at the bottom of the subsection is labeled "Save Project". Clicking it snapshots&#x20;the current state of the scene, including loaded assets, the camera position, measurements, annotations, and other&#x20;scene contents, back into the project, so the next time you open it everything is right where you left it.

<figure><img src="/files/EJ3UqAdVqPPUfUCU4mD9" alt=""><figcaption></figcaption></figure>

When no project is loaded the viewer shows an editable "Untitled Project" placeholder name in place of a real project,&#x20;and the button is labeled "Save to Cloud". Clicking it creates a brand new project on your account with the name you&#x20;typed, captures the current scene as its first save, and switches the viewer into that project. This is the fast path&#x20;for starting work without going through the dashboard wizard first.


# Asset Library

* The Asset Library is the panel on the left side of SiEGA Web where you browse, load, and manage the 3D data available to you. It pulls assets from your  &#x20;AERO AI account, your connected Cesium Ion account, and any files you open locally, all organized into categories by data type so you can quickly find and  &#x20;work with what you need.

<figure><img src="/files/stvVUqvqiayAoSfXYx0E" alt=""><figcaption></figcaption></figure>

### Features

* Browse assets organized by data type (Media, Terrain, 3D Tiles, GeoJSON, and more)
* Search assets by name or ID
* Load assets into the scene and unload them when no longer needed
* Fly the camera directly to a loaded asset
* Open local files from your computer
* Refresh the asset list to pull in newly added assets
* Adjust display settings for loaded GeoJSON and 3D Tiles
* Update your Cesium Ion access token

### &#x20;How to Use

#### Opening the Asset Library

The Asset Library is open by default when you launch SiEGA Web. If the panel is closed, click the menu icon in the top-left corner of the screen to reopen&#x20;it. To close the panel, click the close icon (X) in the top-right corner of the Asset Library.

<figure><img src="/files/U9ATcIGAGrPyWeOb8z75" alt=""><figcaption></figcaption></figure>

#### &#x20;Browsing Your Assets

The Asset Library organizes your assets into categories based on data type. Scroll through the list and click on any category header to expand it and view&#x20;the assets inside. Each asset row displays the asset name, a small label below the name indicating its source (Cesium, AeroAI, or Local), and icons for&#x20;loading and managing the asset.


# Data Layers

The data you bring onto the globe, and how different formats share a single view.

This section covers the data layers that populate a scene, the assets you load onto the globe to give it something to&#x20;show. A layer can be a detailed model of a site, a scan of a real location, an imagery base map, a terrain surface, or&#x20;a set of mapped shapes, and every layer rests on the same shared globe so that any combination can be viewed together&#x20;in one place.

Each supported format behaves a little differently once it is loaded, in how it is streamed, how it is styled, and how it is positioned. For that reason every format is documented on its own page, where its specific behavior and options&#x20;are explained in full. Treat this section as the starting point for bringing real data into a scene, then move to the&#x20;page for the format you are working with.


# 3D Tiles

3D Tiles are the streaming format the viewer uses for large meshes, photogrammetry models, and lidar derived datasets. Once a tileset is in your library you can load it into the scene, fly the camera to it, then transform and style it from the Scene Layers panel

<figure><img src="/files/XOKSX3MSST9GF1P6uZpB" alt=""><figcaption></figcaption></figure>

### Where they live

Open the asset library from the side panel and find your tileset in the list. Each asset card shows the file name on the left and a small source tag&#x20;underneath telling you whether the data is from your AeroAI library, your Cesium Ion library, or a local entry.

#### Load the tileset

Click the cloud download icon on the left side of the asset card to bring the tileset into the scene. The icon turns into a blue check once the data has&#x20;finished streaming in, and the card highlights to show the asset is active.

<figure><img src="/files/V1l5I9RcKBTbZbcu00eE" alt=""><figcaption></figcaption></figure>


# Gaussian Splats

Gaussian Splats let you bring 3D Gaussian Splatting reconstructions into your scene as a lightweight, photorealistic&#x20;alternative to a full mesh or photogrammetry tileset. They are a great fit when you want a faithful look at a scanned&#x20;site without the weight of a heavier 3D Tiles model.

In SiEGA Web, a Gaussian Splat is processed and tiled in Cesium Ion first. Once it lives there, it is pulled into your&#x20;account automatically, so there is nothing to upload from inside the viewer.

### Find Your Splat in the Asset Library

Your splats are pulled from your Cesium account, which is connected through your AERO AI dashboard, so they appear in&#x20;the Asset Library on their own with no setup in the viewer. Open the Asset Library from the side panel and look under&#x20;3D Tiles to find your splat in the list.

### Load It Into the Scene

Find your splat on its asset card and click the cloud download icon to stream it into the scene. The icon turns into a&#x20;blue check once the splat has finished loading.

To view your splat, click the eye icon on the right side of the card and the camera flies straight to it.

<figure><img src="/files/lCyDErqRds61f1Lm5hMg" alt=""><figcaption></figcaption></figure>

### Known Display Issues

If your splat looks blurry or jittery after loading, even though it looked sharp in Cesium Ion, the fix is quick and happens in the source file before&#x20;upload. Expand the section below for the full walkthrough

<figure><img src="/files/C5wKpGFZxJCwdfM2bSGS" alt=""><figcaption></figcaption></figure>

<details>

<summary>Fixing a Blurry or Jittery Splat</summary>

Sometimes a Gaussian splat that looks sharp in Cesium Ion shows up blurry and jittery once it loads in the viewer. When that happens, the cause is almost&#x20;always the orientation of the source file, not the viewer.

The tools involved

* PLY file is the raw file a Gaussian splat is saved as, straight out of your capture or training tool. It carries both the splat itself and its sense of which way is up.
* SuperSplat is a free, browser based editor for viewing and cleaning up Gaussian splat PLY files. You use it to correct the file's rotation before upload. \[[SuperSplat](https://superspl.at/editor)]
* Cesium Ion is the service that processes and tiles the PLY so it can stream into the viewer. Ion trusts the orientation baked into the file, so if that orientation is wrong, the tiled result inherits the problem.

What is going wrong

A Gaussian splat carries its own idea of which way is up. When that does not match the coordinate system Cesium expects, the renderer fights the data and the splat comes out fuzzy and unstable. Adjusting the transform in Ion's Location Editor does not fix this, because the orientation inside the file is still wrong. The reliable fix is to correct the orientation in the source PLY in SuperSplat before it ever reaches Ion.

How to fix it in SuperSplat

1. Open SuperSplat and load your PLY file. \[Link placeholder: SuperSplat]
2. Select the splat and find its rotation values.
3. Change the rotation from 0 X, 0 Y, 180 Z to -90 X, 0 Y, 0 Z. This turns the splat so its up direction matches what Cesium expects.
4. Export the corrected file from SuperSplat.
5. Upload the exported file to Cesium Ion and let it finish tiling.

Once the corrected splat is in Ion, load it into the viewer as usual and it will come in sharp and stable, in the right place on the globe.

Want the full background?

The Cesium community worked through this exact issue, including confirmation from a Cesium team member that the fix belongs in the source file. For the deeper discussion, see the forum thread. \[ [CesiumJS forum thread](https://community.cesium.com/t/3dgs-on-cesium-splat-is-fuzzy/44667/4)]

</details>


# Point Clouds (LAS / LAZ / E57)

Point clouds are dense scans of a real world site, usually captured by lidar or photogrammetry. SiEGA Web supports the&#x20;three most common point cloud formats: LAS, LAZ, and E57. When you upload one of these files, the system converts it&#x20;into a streaming 3D Tiles asset so it loads quickly in the browser and stays smooth as you move the camera around.\
\
This page walks through bringing a point cloud into the scene and interacting with it. For changing how individual&#x20;classes are colored or hidden, see the Point Cloud Classification page.

#### How point clouds get into the scene

Right now point clouds come in through your Cesium Ion account. You upload your .las, .laz, or .e57 file to Cesium&#x20;Ion, Cesium tiles it for you, and SiEGA Web pulls the tiled asset in using the Cesium Ion access token saved on yourAERO AI account

If you have not connected a Cesium Ion token to your AERO AI account yet, follow the Account Setup & Installation page&#x20;to create a Cesium Ion account, copy your default access token, and paste it into your AERO AI dashboard under Team →&#x20;Organization Settings. Once that token is saved, every Cesium Ion asset on your account becomes available in the&#x20;Asset Sidebar the next time you launch SiEGA Web.

### Loading a Point Cloud Into the Scene

Once your token is connected, your Cesium Ion assets will show up in the Asset Sidebar on the left side of the viewer.&#x20;Point clouds live under the 3D Tiles section with a Cesium source label below the asset name.

1. Open the Asset Sidebar and expand the 3D Tiles section to see your available assets.
2. Click the cloud download icon on the left side of the asset row to stream the point cloud into the scene.
3. Click the eye icon on the right side of the row to fly the camera directly to the loaded point cloud.

<figure><img src="/files/0HPcFR70R3lUW8wHVdPO" alt=""><figcaption></figcaption></figure>


# Asset Library

* The Asset Library is the panel on the left side of SiEGA Web where you browse, load, and manage the 3D data available to you. It pulls assets from your  &#x20;AERO AI account, your connected Cesium Ion account, and any files you open locally, all organized into categories by data type so you can quickly find and  &#x20;work with what you need.

<figure><img src="/files/stvVUqvqiayAoSfXYx0E" alt=""><figcaption></figcaption></figure>

### Features

* Browse assets organized by data type (Media, Terrain, 3D Tiles, GeoJSON, and more)
* Search assets by name or ID
* Load assets into the scene and unload them when no longer needed
* Fly the camera directly to a loaded asset
* Open local files from your computer
* Refresh the asset list to pull in newly added assets
* Adjust display settings for loaded GeoJSON and 3D Tiles
* Update your Cesium Ion access token

### &#x20;How to Use

#### Opening the Asset Library

The Asset Library is open by default when you launch SiEGA Web. If the panel is closed, click the menu icon in the top-left corner of the screen to reopen&#x20;it. To close the panel, click the close icon (X) in the top-right corner of the Asset Library.

<figure><img src="/files/U9ATcIGAGrPyWeOb8z75" alt=""><figcaption></figcaption></figure>

#### &#x20;Browsing Your Assets

The Asset Library organizes your assets into categories based on data type. Scroll through the list and click on any category header to expand it and view&#x20;the assets inside. Each asset row displays the asset name, a small label below the name indicating its source (Cesium, AeroAI, or Local), and icons for&#x20;loading and managing the asset.


# Scene Layers Panel

The Scene Layers Panel displays every layer currently loaded in your scene and provides controls to manage their visibility, selection, and properties.&#x20;Layers are grouped by type so you can quickly find a specific tileset, measurement, annotation, or any other item in your scene.

<figure><img src="/files/C11g5qzI17pdrLW26xUq" alt=""><figcaption></figcaption></figure>

### Features

* View all loaded layers grouped by type (3D Tilesets, Data Sources, Imagery, Models, Terrain, Measurements, Videos, Annotations, Entities)
* Show or hide any layer with the visibility toggle
* Select a layer to highlight it in the panel
* Expand a layer to view and edit its properties
* Adjust position, rotation, and scale on transformable layers using the Transform Gizmo
* Review measurement values directly inside a measurement layer row<br>

### Opening the Panel

Click the "Layers" button in the Top Toolbar to open the Scene Layers panel. The panel slides in along the right side&#x20;of the viewer and stretches the full height of the screen. If the Encroachment panel is also open, Scene Layers&#x20;&#x20;automatically shifts left so the two sit side by side.

<figure><img src="/files/Mov3xv1LWfRqRFk2oNZT" alt=""><figcaption></figcaption></figure>

If no assets have been loaded yet, the panel shows a placeholder message pointing you to the Asset Sidebar to load&#x20;something first.

### Browsing Layers

Layers are organized into groups based on type. Each group header displays the group name, an icon, and a count of visible layers out of the total loaded&#x20;(for example, 3/5 visible). Click a group header to expand or collapse the group.

### Showing or Hiding a Layer

Click on a layer's name to select it. The selected layer is highlighted with a blue border in the panel, allowing you to identify which layer is currently&#x20;active

<figure><img src="/files/V3P7ixW9Q44V5k3AMZSh" alt=""><figcaption></figcaption></figure>

### Working with Transformable Layers

When you expand a 3D Tiles or Model layer, the Transform Gizmo controls appear in the sub-panel. From here you can switch between Translate, Rotate, and&#x20;Scale modes, view the current coordinates, and enter precise offset, rotation, and scale values. Click "Apply" to commit your changes to the scene.<br>


# Bookmarks

The Bookmarks panel lets you save snapshots of your camera view and quickly return to them later. Each bookmark captures the current camera position along&#x20;with a thumbnail of the view, so you can recall any saved viewpoint with a single click.

<figure><img src="/files/cpMZzDdXfW1p0eXEtaBO" alt=""><figcaption></figcaption></figure>

### Feature

* Capture the current camera view as a bookmark
* Restore a saved view with one click
* Download a bookmark's thumbnail as a PNG file
* Delete a single bookmark or clear all bookmarks at once
* Add and manage videos from the same panel

### How to Use

Click the "Bookmarks" button in the Top Toolbar to open the Bookmarks panel. The panel appears at the bottom of the screen and displays your saved&#x20;bookmarks and videos.

<figure><img src="/files/LSvCRGmwlOuTldjJPx2I" alt=""><figcaption></figcaption></figure>

Position the camera in the scene where you would like to save a view, then click the "Capture"  button in the panel header. A new bookmark is created with&#x20;a thumbnail of the current view and is named automatically with the date and time of capture.

<figure><img src="/files/Nb7fhjGpSgAXoGkcOY9z" alt=""><figcaption></figcaption></figure>

### Restoring a Bookmark

Click on a bookmark's thumbnail to restore the camera to that saved position. The camera will snap to the saved heading, pitch, and roll, returning you to\
the exact view you captured.

<figure><img src="/files/ZBf7saDMXQfpNazGTTMQ" alt=""><figcaption></figcaption></figure>

### Downloading a Bookmark

Click the green Download icon on a bookmark card to save its thumbnail as a PNG file to your computer.

<figure><img src="/files/dVZ1R4cEo05FHun6u0lA" alt=""><figcaption></figcaption></figure>

### Adding a Video

To create a camera-spline video from the same panel, click "Add Video" in the panel header. For details on creating and editing videos, see the&#x20;Camera-Spline Video Export page.

<figure><img src="/files/L6xCCDkLsJwKBhSpkShE" alt=""><figcaption></figcaption></figure>


# Place Objects

The Place tool lets you drop 3D objects straight into your scene and position them exactly where you want on the globe. You can place simple built in&#x20;shapes like cubes and spheres, or your own imported OBJ and GLB models, and every object you add is tracked so you can find, move, or remove it later.

### Features

* Place built in cube and sphere shapes at a range of sizes.
* Place your own imported OBJ and GLB models.
* Set the size of each object before you place it with a scale control.
* Click anywhere on the globe to position an object on terrain, buildings, or 3D tiles.
* Place as many copies as you need without leaving placement mode.
* See every object you have placed in one list and delete any of them.
* Move a placed object after the fact using the Transform Gizmo in the Scene Layers panel.

### How to Use (Placing Objects)

Click the "Place" button with the crosshair icon in the Top Toolbar to open the Place Asset panel on the right side of the viewer. The panel holds your&#x20;shape choices, the scale control, the place button, and the list of everything you have already placed.

<figure><img src="/files/HPc1KJyswTlqjg2wAQja" alt=""><figcaption></figcaption></figure>

### Choosing What to Place

The Primitives section at the top of the panel holds the built in shapes, with Cube and Sphere each available at 1m, 10m, and 1000m sizes. Click any shape&#x20;to select it, and it highlights in blue to show it is active.

<figure><img src="/files/Y2qQeygRbAEwEulmWkAq" alt=""><figcaption></figcaption></figure>

If you have opened your own OBJ or GLB files from the Asset Library, an Imported Models section appears below the primitives listing each one. Click a&#x20;model to select it the same way you select a built in shape. The Imported Models section stays hidden until you have at least one imported model\
available.

### Setting the Scale

In the Parameters section, use the Scale slider or the number box next to it to size the object before you place it. The value ranges from 0.1 for small&#x20;objects up to 100 for large ones. Whatever scale is set when you place applies to that object, so adjust it before each placement if you want different\
sizes

### Placing Objects in the Scene

With a shape or model selected, the blue button at the bottom of the panel reads "Place" followed by the name of your selection, such as "Place Cube 1m". Until you select something, the button is disabled and reads "Select a shape first".

1. Click the "Place" button to enter placement mode. The button turns red and reads "Stop Placing".
2. Click anywhere on the globe to drop the object at that spot. It lands on whatever surface you click, whether that is terrain, a building, or a 3D tileset.
3. Keep clicking to place more copies of the same object, or pick a different shape from the panel to switch what you are placing.

<figure><img src="/files/zfKXWn0jazXGOjpGJkRS" alt=""><figcaption></figcaption></figure>

### &#x20;Managing Placed Objects

Every object you place appears in the Placed list at the bottom of the panel, with a count of how many you have added. Each row shows the object name and&#x20;a trash icon on the right side that removes that object from the scene.

To reposition an object after placing it, open the Scene Layers panel, expand the object's layer, and use the Transform Gizmo to move it into its final&#x20;spot.

<figure><img src="/files/CJr4aK7TURcYH9hpzvet" alt=""><figcaption></figcaption></figure>


# Transform Gizmo

The Transform Gizmo lets you move, rotate, and scale a loaded asset directly&#x20;inside the 3D viewer. It opens as part of the Transform subsection inside the&#x20;Scene Layers panel whenever you expand a layer that supports transforms, such as a&#x20;3D Tileset or a Model.

### Features

* Three editing modes:  Move, Rotate, and Scale, that you can switch between at any time.
* Color-coded axis handles in the viewer so you always know which direction you are editing along.
* Click and drag editing in the 3D scene, with the active axis highlighting in yellow as you drag.
* Numeric Offset, Rotation, and Scale inputs in the side panel for typing in precise values.
* A live coordinate readout showing the asset's longitude, latitude, and height above terrain.

### How to Use

1. Click the "Layers" button in the Top Toolbar to open the Scene Layers panel on the right side of the viewer.

<figure><img src="/files/8oSTx5j1za7a66uwGMsk" alt=""><figcaption></figcaption></figure>

2. Expand the group that contains your asset, such as 3D Tilesets or Models, then click the chevron next to the asset name to open its inline detail panel.

<figure><img src="/files/mc1yuup6VwC33nrKKtoE" alt=""><figcaption></figcaption></figure>

### Choosing a Mode

At the top of the Transform Properties sub-panel you will see three buttons.

Click "Move" to switch the gizmo to translate mode so you can drag the asset along an axis.

Click "Rotate" to switch to rotate mode so you can spin the asset around an axis.

Click "Scale" to switch to scale mode so you can resize the asset.

The active mode highlights in blue so you can tell at a glance which mode you are in.

<figure><img src="/files/zpuRBiji0m6ITzyqHL4p" alt=""><figcaption></figcaption></figure>

### Dragging in the Viewer

The gizmo shows three colored axis handles. Red is X / East, green is Y / North, and blue is Z / Up.

Click and drag a handle to apply the active mode along that axis, and the selected axis will highlight in yellow while&#x20;you drag.

Release the mouse button to commit the change and the asset will keep its new transform.

<figure><img src="/files/DtlEqawAuqoC16tuKhoM" alt=""><figcaption></figcaption></figure>

### Using the Numeric Inputs

Below the mode buttons you will see fields for Offset, Rotation, and Scale.

Type a value into an Offset field in meters to nudge the asset along X, Y, or Z.

Type a value into a Rotation field in degrees to rotate the asset around X, Y, or Z.

Type a value into the Scale field to resize the asset.

Click "Apply" to push the typed values to the asset in the viewer.

<figure><img src="/files/HfsyCDEK9gOHW9EoCjM4" alt=""><figcaption></figcaption></figure>

### When the Gizmo Is Not Available

The Transform Gizmo only appears for asset types that support 3D transforms — 3D Tilesets and Models. If you expand a&#x20;layer such as an Imagery Layer, Terrain, or a Data Source, the Transform subsection still shows but its inputs are&#x20;greyed out and the "Apply" button is hidden, since there is nothing to move in 3D space.


# Story Builder / Story Mode

The Story Builder lets you collect your saved bookmarks and videos into an ordered narrative that you can share with anyone through a single link. Whoever&#x20;opens that link is guided through your scene one view at a time, so you can walk a client or colleague through a site exactly the way you want them to&#x20;see it.

### Features

* Pull together bookmarks and videos you have already created into one story.
* Arrange the slides into any order by dragging them into place.
* Give every slide its own name and description for context.
* Mix still camera views from bookmarks with moving camera videos in the same story.
* Share the finished story as a public link that is copied to your clipboard automatically.
* Let viewers step through the story with simple next and previous controls.

### Opening the Story Builder

The Story Builder lives inside the Bookmarks panel, so you reach it in two steps from the top toolbar. Before you start, make sure you have captured at&#x20;least one bookmark or created at least one video, since a story is built entirely from those pieces.

1. Click the "Bookmarks" button in the top toolbar to open the Bookmarks panel at the bottom of the viewer.

<figure><img src="/files/JxE1vrIhJczTs3jbuMHs" alt=""><figcaption></figcaption></figure>

2. Click the "Story" button in the panel header to open the Story Builder on the right side of the viewer.

<figure><img src="/files/lWBRs11X28r5umoQ11Ui" alt=""><figcaption></figcaption></figure>

### Naming Your Story

Type a name into the Story Title field near the top of the panel. This title is shown to anyone who opens your story, and it appears on the share button&#x20;they see when the story first loads, so give it something that describes the site or the walkthrough.

\*If the list is empty, you have not created any bookmarks or videos yet. Capture a bookmark or build a video first, then return to the Story Builder.

### Arranging and Editing Your Slides

Every item you add drops into the Selected Slides section lower down the panel, numbered in the order it will play. Drag the grip handle on the left side&#x20;of a slide to move it up or down and change the order. Type into the name field at the top of each slide to label it, and type into the description box&#x20;below to add a sentence of context that your viewer will read on that slide. Click the trash icon on the right side of a slide to remove it from the&#x20;story.

<figure><img src="/files/nklKlFyx6oJmfMYi2mOf" alt=""><figcaption></figcaption></figure>

### Creating and Sharing the Story

When your slides are titled and in the right order, click the green "Create & Share" button at the bottom of the panel. The button stays disabled until&#x20;you have entered a story title and added at least one slide. The viewer saves your story as a public scene and copies the share link to your clipboard, and a message confirms when it is ready. Paste that link into an email or message to send the story to anyone.

<figure><img src="/files/xxGsHMPLxMOLiQtN8NOZ" alt=""><figcaption></figcaption></figure>

### Viewing a Shared Story

When someone opens your link, the scene loads and your story appears as a small button in the bottom right corner showing the story title. Clicking it&#x20;opens the story panel in the same corner, with the current slide name and description at the top, Previous and Next arrows to move through the slides, and&#x20;a thumbnail strip showing every view in order with the current one marked.

<figure><img src="/files/SXd9PS3Ov66AMUHhVxva" alt=""><figcaption></figcaption></figure>


# Camera-Spline Video Export

Camera videos let you record a smooth flight through the scene by setting a few camera positions as keyframes and letting the viewer interpolate between&#x20;them. The result plays back inside the bookmarks panel and can be exported as a video file you can share with anyone, even people without access to the&#x20;viewer.

### How to Use

Open the "Bookmarks" panel from the side toolbar. Camera videos live inside this same panel since they share the bookmarks bottom tab.

<figure><img src="/files/EL6t496cUFu8NWIpd36r" alt=""><figcaption></figcaption></figure>

#### Create a video

Click the purple "Add Video" button in the Bookmarks header. A small text field appears in place of the button asking for a video name. Type a name and&#x20;press Enter, or click the "+" button next to the field to confirm. Click the "X" to back out without creating one.

<figure><img src="/files/TKrgCoY0KpY3CIgAVb69" alt=""><figcaption></figcaption></figure>

Once the video is created, the bookmark grid is replaced by the video editor panel and the camera is ready for its first keyframe.

#### Add keyframes

Move the camera in the viewer to the first spot you want the video to start from. With the editor open, click the purple "+ Add Keyframe" button in the&#x20;top right of the panel to capture the current camera view as a keyframe. The empty state message reads "Navigate the camera and click "Add Keyframe" to&#x20;begin" while you have not added any yet.

<figure><img src="/files/PuDosUijpkqgb76ykf0u" alt=""><figcaption></figcaption></figure>

Repeat the move and capture for as many keyframes as you want. Each keyframe shows up as a small numbered thumbnail in a horizontal strip below the&#x20;header. Hover over a thumbnail and a small red "X" appears in the corner to delete that keyframe.

<figure><img src="/files/oxmMWceYBtwBmvyxERpl" alt=""><figcaption></figcaption></figure>

The video needs at least two keyframes before it can play.

### Set the duration

Below the playback controls there is a duration input labeled "s" for seconds. Type a number to set how long the full playback should run from the first&#x20;keyframe to the last. The viewer will spread the keyframes evenly across that duration when it plays.

<figure><img src="/files/AKQKQCCCKaW8NtEuvgOE" alt=""><figcaption></figcaption></figure>

#### Export the video

When the video looks the way you want, click the green "Export" button on the right side of the bottom controls. The viewer records the playback and saves&#x20;the result as a WebM video file to your downloads folder. You can hand that file off in a presentation, drop it into a slide, or share it with anyone who&#x20;needs to see the flight without opening the viewer.

#### Close the editor

Click the back arrow in the top left of the editor header to return to the bookmark grid. Your video shows up as a purple bordered card alongside any&#x20;screenshots you have captured, with the keyframe count shown in the bottom right of the card. Click the card again to reopen the editor, or click the&#x20;small red X under the card to delete the video.


# Scene Share

Scene Share creates a server backed link to your current scene so other people can open it in their browser. The link&#x20;captures your loaded layers, annotations, and camera view, and you control who can open it.

You will need to be signed in to share a scene since the link is tied to your account on the AeroAI server.

### Sharing a Scene

Click "Share Scene" in the Top Toolbar to start a new share.

<figure><img src="/files/tPjSQufAPT8EOJege0OJ" alt=""><figcaption></figcaption></figure>

Type a name for the scene in the prompt that appears and click "OK" so the server can save and identify the scen

Wait a moment while the scene is created and the Share panel will open at the bottom of the screen with your link&#x20;ready.

<figure><img src="/files/E0NHygQA6GMiU84R6w6B" alt=""><figcaption></figcaption></figure>

### Copying the Link

Click "Copy" next to the link to place it on your clipboard so you can paste it into an email or chat.

You will see a "Copied" confirmation for a couple of seconds once the copy is done.

### Choosing Public or Private

The visibility toggle next to the link controls who can open the scene.

Click the toggle to switch between "Public" and "Private" at any time.

<figure><img src="/files/MtSg74il5pty6e0X7DFl" alt=""><figcaption></figcaption></figure>

### Adding People to a Private Scene

When the scene is set to "Private" an email field appears next to the toggle.

Type one or more email addresses separated by commas in the Email field and press "Enter" or click "Add" to grant&#x20;those users access.

Each added email shows up as a chip below the field, and you can click the "X" on a chip to revoke that person's&#x20;access

<figure><img src="/files/lp0QI9jFa94m94DlodtD" alt=""><figcaption></figcaption></figure>


# Tools

The tools you use to measure, mark up, and add context to the data already in your scene.

Tools is where you start working on top of your data rather than just looking at it. Once a scene is loaded, this is&#x20;the section you turn to for pulling real measurements off your assets, marking up what matters, and bringing field&#x20;photos into the picture. Each one has its own page with the full walkthrough.

Measurements lets you measure distance, area, circles, and volume anywhere on the globe, and read coordinates and&#x20;switch units as you go. Annotations let you draw directly on your data and attach notes and images to the spots that need explaining. Drone Images Gallery brings your geotagged drone photos into the scene, pinning each one to the exact&#x20;place it was taken.

Where Actions is about building and arranging a scene, Tools is about getting answers and adding meaning to it. Start&#x20;with whichever fits the question in front of you.


# Measurements

The Measurement tool lets you measure distances, areas, circles, volumes, and coordinates directly on the globe. It&#x20;opens as a side panel from the Top Toolbar and keeps a running list of every measurement you take.

### &#x20;How to Use

Click "Measure" in the Top Toolbar to open the Measurement Tools panel on the right.

<figure><img src="/files/nB557hS1Yzr268hZdPFw" alt=""><figcaption></figcaption></figure>

The panel lists the available tools at the top, your unit selector below the header, and the running Measurements list&#x20;at the bottom.

#### Choosing a Unit

A unit toggle sits below the panel header showing "ft", "m", "mi", and "km".

Click the unit you want to use and every distance and area in the panel will update to that unit.

#### &#x20;Measuring a Distance

Click "Measure" in the tool list to expand the submenu, then click "Distance".

Click points on the globe to place each segment, and right click to finish the line so the total length appears in the&#x20;Measurements list.

<figure><img src="/files/awCgc5NSTLfCKCVPRyFu" alt=""><figcaption></figcaption></figure>

#### Measuring an Area

Expand "Measure" and click "Area" to start an area measurement.

Click points on the globe to outline the shape and right click to close the polygon so the area appears in the list.

<figure><img src="/files/v0ZpRJ1ufWt4lexqRf1y" alt=""><figcaption></figcaption></figure>

#### Measuring a Circle

Expand "Measure" and click "Circle" to start a circle measurement.

Click once on the globe to set the center, then click again to set the edge so the radius and area appear in the list.

<figure><img src="/files/ZyHbPBS3rOPD20obmu4x" alt=""><figcaption></figcaption></figure>

#### Measuring a Volume

Expand "Measure" and click "Volume" to open the Volume Tool panel in place of the measurement panel.

Click points on the globe to outline the polygon and right click to finalize the shape with at least three points.

<figure><img src="/files/ahBHkMFqAaay1rGtOC7u" alt=""><figcaption></figcaption></figure>

#### Choosing the Settings

Choose "Stockpile" or "Cut / Fill" under Mode depending on whether you want a single pile volume or a net cut and fill comparison.

Choose "Constant" or "Interpolated" under Baseline so the tool knows how to set the reference surface. Constant uses the lowest perimeter point for the&#x20;whole polygon, and Interpolated weights the perimeter heights so the baseline tilts with the surrounding ground.

Type a value into "Grid Res." in meters to control the sample density. The panel shows an estimated sample point count and a time estimate underneath the&#x20;field, and the text turns yellow once the grid passes ten thousand points so you can dial it back if you want a faster run.

<figure><img src="/files/AFn5p6wBPb04efdevrBk" alt=""><figcaption></figcaption></figure>

Choose "Metric" or "Imperial" under Units to control how the results are formatted.

Running the Compute

Click "Compute Volume" to start the calculation. The button label will change to "Computing..." and stay disabled until the run finishes.

A progress bar appears below the button and steps through each stage so you can see what the tool is doing. The stages are "Sampling perimeter...",\
"Generating grid...", "Sampling heights...", "Computing volume...", and "Generating heatmap...".

If the grid is over ten thousand points, a toast notification will pop up that reads "Computing \~N points, please wait, this may freeze briefly" and stay&#x20;on screen until the run completes. Leave the panel alone while this is up since the browser may stall for a moment during the heavy sampling stage.

<figure><img src="/files/S4O5SUDJEPNTvxNtIGOH" alt=""><figcaption></figcaption></figure>

The Results section shows the headline number first. Stockpile mode shows "Stockpile Volume" and "Cut / Fill" mode shows "Net Volume" which is cut minus\
fill.

Below that you will see "Cut Volume" and "Fill Volume" broken out, plus "Polygon Area", "Min Delta", and "Max Delta" so you can sanity check the surface\
against the baseline.

Click "JSON" or "CSV" under the results to download the breakdown to your computer. The export includes the polygon vertices, the settings you used, and\
every result value.

<figure><img src="/files/oKwruriUekADQPRkhKQv" alt=""><figcaption></figcaption></figure>

### Capturing a Coordinate

Click "Coordinates" in the tool list to start coordinate capture.

Click anywhere on the globe to drop a marker, and the latitude and longitude will appear in the Measurements list.

<figure><img src="/files/9ZoyDTUaLTsaAZAJzQYT" alt=""><figcaption></figcaption></figure>

### Showing the Coordinate HUD

Click "Coordinate HUD" in the tool list to turn on the live readout under your cursor.

Move the cursor over the globe and the latitude, longitude, and elevation will follow the pointer in real time.

<figure><img src="/files/XLTqa7qWj11wXApyMSrY" alt=""><figcaption></figcaption></figure>

#### Reviewing and Deleting Measurements

The Measurements list at the bottom of the panel shows each finished measurement with its type, point count, and\
value.

Click the trash icon next to a measurement to delete that single entry from the globe and the list.

Click "Clear All" at the bottom of the tool list to wipe every measurement at once.


# Annotations

Annotations let you drop named pins on the globe with a short note or an attached image. The pins stay in your scene, show up in the Pins list inside the&#x20;panel, and can be exported to a GeoJSON file or loaded back in later.

### How to Use

Click "Annotations" in the Top Toolbar to open the Annotations panel on the right.

<figure><img src="/files/hfxg1Xt4f1v9juqOrhsl" alt=""><figcaption></figcaption></figure>

The panel has the pin form at the top, the Start Creating Pins button below the form, and the running Pins list at the bottom.

#### &#x20;Filling in the Pin Details

Type a name into the Pin Title field so the pin shows up in the list with a label you recognize.

Type a short note into the Description field if you want a text snippet attached to the pin, or click "Import File" at the bottom of the panel and pick an&#x20;image file to attach a photo to the pin instead.

When an image is attached, the Description field is replaced by an Image Preview with a "Remove Image" button so you can swap it for text again if you\
change your mind.

<figure><img src="/files/NGTiE7Jr5FoXQEWvv2Yb" alt=""><figcaption></figcaption></figure>

#### Placing Pins

Click "Start Creating Pins" to enter pin placement mode. The button label will switch to "Creating Pins..." and the form fields will lock so the same&#x20;title and description apply to every pin you drop.

Click anywhere on the globe to drop a blue pin at that location.

Click "Stop" below the active button to leave pin placement mode when you are done.

<figure><img src="/files/9pImDDmLWcbtcVcbh4Rl" alt=""><figcaption></figcaption></figure>

#### Reviewing and Zooming to a Pin

Each pin appears in the Pins list at the bottom of the panel with its title and either the description text or the attached image thumbnail.

Click the eye icon next to a pin to fly the camera to that pin's location.

Click "Clear All" below the pin controls to remove every pin from the globe and the list at once.

<figure><img src="/files/ZOiTPGSoz2RH29UhQ8N1" alt=""><figcaption></figcaption></figure>

#### Saving Pins to a File

Click "Download GeoJSON" at the bottom of the panel to save every pin in the list to a GeoJSON file on your computer.

The exported file keeps each pin's title, description or image, and coordinates so you can reload it later or share it with someone else.

#### Loading Pins from a File

Click "Import File" at the bottom of the panel and pick a .geojson or .json file that you saved earlier to bring those pins back into the scene.

The same button is also used for image attachments, and the tool decides what to do based on the file type you pick.

<figure><img src="/files/tXjbIETh8yJgduMye2He" alt=""><figcaption></figcaption></figure>

#### Notes

The pin title and description you type are reused for every pin you place during the same session of pin placement, so adjust them between sessions if you\
want different labels.

Annotations are saved to the AeroAI server when you share or save a scene so anyone who opens the link or the file will see the same pins.


# Drone Images Gallery

The Drone Image Gallery brings folders of geotagged drone photos into your scene and pins each one to its real GPS&#x20;location. Photos are now uploaded through the AERO AI dashboard, then appear automatically inside the viewer once they&#x20;have finished processing. Each photo becomes a small camera marker in the world that you can click to open the full&#x20;image, and groups keep separate flights or sites tied together so a long site history stays organized.

### Feature

* Upload entire folders or hand picked images directly from the AERO AI dashboard.
* Organize photos under a named group, like a flight or a site visit.
* Pin every photo to its GPS location automatically using its embedded EXIF data.
* Open the full size photo from either the side panel list or the marker in the world.
* Fly the camera to any individual photo with a single click.
* Delete a single photo or an entire group when you no longer need it.

### Uploading Dr**o**ne Photos From the Dashboard

Photo uploads happen on the AERO AI dashboard, not inside the viewer. Sign in, open the Data Upload page from the&#x20;dashboard sidebar on the left, and scroll down to the Add Geotagged Images widget.

<figure><img src="/files/KTzZI0CuGUe4viD3LAMJ" alt=""><figcaption></figcaption></figure>

1. Type a name into the Group Name field at the top of the widget. The name must be at least 3 characters long.
2. Click "Select Folder" on the left to pick an entire folder of photos, or click "Select Images" on the right to pick individual JPG, PNG, or TIFF files.
3. Review the list of selected files that appears below the buttons. Click the gray "Clear" button at the top right of the list if you want to start over.
4. Click the blue "Upload Geotagged Images" button at the bottom to start the upload. The button shows "Uploading…" while it runs, and a green banner confirms when it finishes.

Your new group is saved to your account and appears inside the viewer the next time you open it.

### Finding Your Image Gro*u*ps in the Viewer

Open the Asset Sidebar on the left side of the viewer, expand the Media section, then expand the Images subsection&#x20;inside it to see every group you have uploaded. Each group is a collapsible row with the group name on the left, its&#x20;photo count, and a trash icon on the far right. Click the group header to expand it and see the photos inside.

<figure><img src="/files/XQLDC4MeYcTZKxaCnNMW" alt=""><figcaption></figcaption></figure>

Every photo with GPS data shows up as a small camera icon in the 3D scene at the location the drone recorded. Click a&#x20;marker in the viewer to open the full size photo, the same way clicking a row in the side panel does. Photos that were&#x20;uploaded without GPS data still show in the group list but do not get a marker in the scene.

<figure><img src="/files/QP9l0jHdkE6kYZRMM1NR" alt=""><figcaption></figcaption></figure>

### Browsing and Opening Images

Each image row inside an expanded group shows the file name on the left, an eye icon on the right to fly the camera&#x20;straight to that photo's marker, and a trash icon next to it. Click anywhere else on the row to open the photo in a&#x20;full size preview window. Click the dark area around the preview or the close icon in the top right of the window to&#x20;dismiss it.

<figure><img src="/files/zSUn9T6DSapTwhhOnWAL" alt=""><figcaption></figcaption></figure>

### &#x20;Removing Images or Groups

Click the trash icon at the right end of a row to remove a single photo and its scene marker at the same time. Click&#x20;the trash icon on the right side of a group header to remove an entire group and every marker that belongs to it in&#x20;one step


# AI Render

AI Render turns your current view of the scene into an AI-generated image or video. It takes a snapshot of what you're looking at and uses it as the starting point, so the result stays grounded in your real site rather than an imaginary one. Finished renders are saved to your asset library, where you can view, download, or manage them later.

Rendering these images and videos uses credits, which are shared across everyone in your organization.

### How to use

Click "AI Render" in the Top Toolbar to open the AI Render panel on the right.

<figure><img src="/files/tdjJAd1tRXj3XvsLziub" alt=""><figcaption></figcaption></figure>

Your organization's credit balance is shown at the top of the panel. Hover over it to see the breakdown between your monthly plan allowance and any purchased top-up credits, and a link to buy more.

<figure><img src="/files/BTz1zhHGcyYGbWJHH9TQ" alt=""><figcaption></figcaption></figure>

The panel is arranged top to bottom: the Output choice (Image or Video), the Settings, a Prompt box, and the Generate button. The controls change depending on whether you're making an image or a video.

### Choosing Image or Video

Use the Output toggle to pick what you want to create.

Image generates a single still and returns it almost immediately.

Video generates a short clip and takes a few minutes, since the video is produced in the background while you wait.

### Framing your shot

Before generating an image, position the camera in the scene so it's showing exactly what you want the render based on — AI Render for images captures your current view as the starting point.

For video, you choose the frames the clip is built from. Click the Start tile (required) and pick a source: capture the current view, upload an image, or choose one of your saved AI renders. You can optionally set an End tile too, and the video will smoothly animate from the start frame to the end frame.

<figure><img src="/files/Vl5amIBx8N4JM9MAHkd5" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/22xWWg8z582dtgqJAN6p" alt=""><figcaption></figcaption></figure>

### Adjusting your settings

Open any setting to pick from a dropdown. The options depend on your Output choice.

For **images**:

* **Model**: Choose Nano Banana (faster and cheaper) or Nano Banana Pro (higher quality, follows your prompt more closely).
* **Resolution**: How detailed the image is, from 0.5K up to 4K. Higher looks sharper but costs more credits.
* **Mode**: Visualization for a polished architectural render, or Inspection for a construction-progress style that highlights structural detail.

<figure><img src="/files/07bQMlxSJgpKA5Gh6vcH" alt=""><figcaption></figcaption></figure>

For **videos**:

* **Model**: Veo 3.1 (highest quality), Veo 3.1 Fast (quicker and cheaper), or Veo 3.1 Lite (most affordable).
* **Resolution**: 720p, 1080p, or 4K. Higher looks better but costs more.
* **Duration**: 4, 6, or 8 seconds. Note that 1080p, 4K, and using an end frame all require the full 8 seconds, so the shorter options lock in those cases.
* **Aspect ratio**: 16:9 (landscape) or 9:16 (portrait).

<figure><img src="/files/OYHYp73TjZWwJ2iGcIhZ" alt=""><figcaption></figcaption></figure>

Both modes have a **Save to library** setting. Leave it On (the default) to keep the render in your asset library, or turn it Off to generate a one-off you only download.

### Writing a prompt

Type into the Prompt box to describe what you want. For images, describe the look you're after; for videos, describe the motion or scene direction. You can also leave it as-is to use the default.

Example prompt:

> Create a realistic early evening architectural visualization from this Cesium viewport. Preserve the BIM location, scale, camera angle, roads, terrain, and surrounding site. Improve facade materials, glass, lighting, trees, cars, people, and atmosphere. Do not move the building.

### Finding your renders later

Saved renders are stored in your asset library and show up in two places:

* Under Media in the asset sidebar — images appear under Images, and videos under Videos → AI Videos.

<figure><img src="/files/L8gBCdkQjTwf1yi8CUYl" alt=""><figcaption></figcaption></figure>

* Under Bookmarks, in the AI Images and AI Videos tabs, where you can rename, download, or delete each one, and click to view it full-screen.

<figure><img src="/files/VgavMbvTUrPtztdjc473" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/4u1RQAhGoiQWBAe3qYIj" alt=""><figcaption></figcaption></figure>

### Buying credits

Every render spends credits, and video costs considerably more than images.&#x20;

To add credits, go to the **Pricing Plans** page in your dashboard and open the **Credits** tab. Each paid plan already includes a monthly credit allowance; the credit packs there let you top up any time. Larger packs give more credits per dollar, and purchased credits never expire.

<figure><img src="/files/TiF41molGfCVKhGk1Vj6" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/6Ip7buH7Muoxn45AgwRN" alt=""><figcaption></figcaption></figure>

Only the organization owner can buy credits, since the charge goes to the owner's billing details. Everyone in the organization draws from the same shared balance.

### What each render costs

The number of credits a render uses depends on what you're making and the settings you pick. Higher resolutions cost more, and video costs far more than images. Here's roughly what to expect.

**Images** (per render)

<table><thead><tr><th width="161">Model</th><th width="96.199951171875">0.5K</th><th width="82.00006103515625">1K</th><th width="86.5999755859375">2K</th><th width="82.20001220703125">4K</th></tr></thead><tbody><tr><td>Nano Banana</td><td>7</td><td>10</td><td>15</td><td>23</td></tr><tr><td>Nano Banana Pro</td><td>-</td><td>20</td><td>20</td><td>36</td></tr></tbody></table>

**Videos** (720p)

<table><thead><tr><th width="130.800048828125">Model</th><th width="91.39996337890625">4s</th><th width="94.5999755859375">6s</th><th width="111.199951171875">8s</th></tr></thead><tbody><tr><td>Veo 3.1</td><td>240</td><td>360</td><td>480</td></tr><tr><td>Veo 3.1 Fast</td><td>60</td><td>90</td><td>120</td></tr><tr><td>Veo 3.1 Lite</td><td>30</td><td>45</td><td>60</td></tr></tbody></table>

**Videos** (1080p, 8-seconds only)

<table><thead><tr><th width="134.79998779296875">Model</th><th width="131.5999755859375">Cost</th></tr></thead><tbody><tr><td>Veo 3.1</td><td>480</td></tr><tr><td>Veo 3.1 Fast</td><td>144</td></tr><tr><td>Veo 3.1 Lite</td><td>96</td></tr></tbody></table>

**Videos** (4K, 8-seconds only)

<table><thead><tr><th width="134.79998779296875">Model</th><th width="131.5999755859375">Cost</th></tr></thead><tbody><tr><td>Veo 3.1</td><td>720</td></tr><tr><td>Veo 3.1 Fast</td><td>360</td></tr><tr><td>Veo 3.1 Lite</td><td>-</td></tr></tbody></table>

### Notes

Credits are shared across your whole organization, so anything one member generates draws down the same balance everyone else uses.

Your monthly plan allowance resets at the start of each billing period and does not roll over, while credits you purchase as packs carry over and never expire. Renders spend your monthly allowance first.

Video is much more credit-intensive than images — the panel shows a reminder in video mode. Choosing the Fast or Lite model, a lower resolution, or a shorter duration all reduce the cost.

If a video fails to generate, the credits reserved for it are automatically returned to your balance.

Turning off Save to library means the render only exists in the result view — once you close it, it's gone unless you downloaded it.


# Analysis

Make sense of data that already carries detail by pulling it apart and seeing each piece on its own.

Analysis is where you take data that already holds more information than it first shows and bring that detail to the&#x20;surface. A LiDAR scan, for example, often arrives as one solid wall of points, even though every point already knows&#x20;whether it is ground, vegetation, a building, or a power line. The tools in this section let you read that hidden&#x20;detail and put it to use, so the scene goes from a single mass of data to something you can actually pick apart and&#x20;understand. Each tool has its own page with the full walkthrough.

Point Cloud Classification works with point clouds that were captured with classification codes built in. It reads&#x20;those codes straight from the data, then hands you control over how each type appears. You can keep the natural color&#x20;of the cloud or switch to coloring by class, recolor any type, hide the ones you do not need, and adjust the size of&#x20;the points until the picture reads clearly. The result is the same scan, but now the ground, the trees, the buildings,&#x20;and the wires each stand on their own.

This is where your data stops being one undivided whole and starts being something you can read piece by piece.


# Point Cloud Classification

LiDAR point clouds usually come with a classification value baked into every point that tells you what the point&#x20;represents, like ground, vegetation, or a building. SiEGA Web reads that classification straight from the tileset and&#x20;lets you decide how each class is colored, which classes are visible in the scene, and how large the points draw on&#x20;screen. This is what makes it possible to look at a raw scan and quickly isolate just the surfaces you care about.

This page covers the classification side of the panel. Encroachment styling lives in the same panel and is covered on&#x20;its own page.

### Features

* Switch between coloring points by their native scan colors and coloring them by class.
* Auto detect the per point property that holds the class value, with a manual override for non standard files.
* See which class IDs are actually present in your point cloud at a glance.
* Edit a full table of classification entries, each with an ID, name, color, and visibility toggle.
* Add or remove class rows so the table matches the classes actually used in your point cloud.
* Resize every point on screen with a single Point Size input.

### Opening the classification panel

The classification controls live inside the Scene Layers panel and only appear for assets that the viewer has detected&#x20;as a point cloud, so make sure the point cloud you want to style has already been loaded from the Asset Sidebar.

1. Click "Layers" in the top toolbar to open the Scene Layers panel on the right side of the screen
2. Expand the category that contains your point cloud, such as Tileset, to reveal the assets inside it.
3. Click the chevron to the left of the asset name to open its inline details, where the Point Cloud Classification section will appear below Transform.
4. Click Point Cloud Classification to expand the subsection and reveal the styling controls.

<figure><img src="/files/Sz1FniynxyaZHNzV7gcC" alt=""><figcaption></figcaption></figure>

### Switching Between RGB and Classes Modes

The top of the subsection has two buttons that decide how the point cloud is colored. Click "RGB" on the left to color&#x20;each point using its original color from the scan, which is the default when the file already carries real color&#x20;values. Click "Classes" on the right to color and filter points by their classification ID instead, which reveals the&#x20;Property field, the class table, and the Detected classes readout below the toggle.&#x20;

<figure><img src="/files/BNZudTzisTtiqLw0CNyx" alt=""><figcaption></figcaption></figure>

### Editing the Class Table

The class table is where you decide how each classification is styled. The viewer ships with the standard ASPRS LAS&#x20;class list already filled in, with rows for ground, low, medium, and high vegetation, buildings, water, road surface, transmission towers, and the other common classes, so you can start tweaking right away.

<figure><img src="/files/t2R1rCEIUHcHmgeHrCES" alt=""><figcaption></figcaption></figure>

#### Applying your changes

Edits in the panel do not show up in the scene until you push them out.

1. When the panel looks the way you want, click "Apply Changes" at the bottom.
2. Image: Apply Changes button at the bottom of the panel.
3. The point cloud in the scene updates with the new colors, sizes, and visibility.
4. Image: styled point cloud in the viewer.


# Other Features

The controls that shape how you see and move through a scene, no matter what data is in it.

This section covers the controls that shape how a scene is viewed rather than the data it contains. These features&#x20;govern how the camera moves through the environment, how the scene is lit, and how position and elevation are read on&#x20;screen, giving users a consistent way to navigate and interpret any scene. Because they apply to the viewer as a&#x20;whole, they remain available regardless of which datasets are loaded.

Together, these controls support a smoother and more precise viewing experience, allowing users to move through a&#x20;scene, adjust its presentation, and stay oriented with confidence. Each is documented in full on its own page.


# View Menu

The View Menu gives you a single place for the viewer-wide controls that do not belong to any one asset, such as&#x20;resetting the camera, jumping to an address, switching how the globe is drawn, and getting help with navigation. It&#x20;opens from the "Menu" button in the top-right corner of the screen.

### Features

* Reset the camera back to its starting view at any time.
* Search for an address or place and fly straight to it.
* Switch the scene between 3D, 2.5D, and 2D projections.
* Change the base imagery layer drawn beneath your scene.
* Open a quick reference for mouse navigation.
* Report a bug without leaving the viewer.

### Opening the Menu

Click the "Menu" button in the top-right corner of the screen to open the View Menu panel. The panel appears just&#x20;below the button and stays open while you work, so you can change a setting and see the result in the scene right&#x20;away. Click the "X" in the panel header, or the "Menu" button again, to close it.

<figure><img src="/files/S54aDduyUMirKeHwdnKx" alt=""><figcaption></figcaption></figure>

### Resetting the Camera

Click "Reset to Home" to fly the camera back to its default starting view. This is the quickest way to recover if you&#x20;have navigated far away from your scene or lost track of where you are.

<figure><img src="/files/uKo1FpYvkRJhDOBqzkiO" alt=""><figcaption></figcaption></figure>

### &#x20;Searching for an Address

Type an address, city, or place name into the "Search address" field and press Enter. The viewer looks up the location&#x20;and flies the camera to the first match. While the lookup runs you will see a "Searching…" message, and if nothing is&#x20;found the field reports "No results" so you can adjust your search and try again.

<figure><img src="/files/vJXmLG2TwdxOiKEDXiRo" alt=""><figcaption></figcaption></figure>

### Switching the Scene Mode

Use the Mode dropdown to change how the globe is drawn. 3D shows the full globe as a sphere, 2.5D uses the Columbus&#x20;View that lays the world out flat while keeping height, and 2D shows a flat top-down map. The viewer smoothly morphs&#x20;between modes when you make a selection.

### Changing the Base Layer

Use the Layer dropdown to choose the base imagery drawn beneath your assets. Bing Aerial shows satellite imagery, Bing&#x20;Road shows a road map, and OpenStreetMap shows the open community map. Switching the layer replaces the imagery under&#x20;your scene without affecting any loaded assets

### Reporting a Bug

Click "Report Bug" to open the Report a Bug window, where you can describe what went wrong and send it to the team.

<figure><img src="/files/dr2NP1a6bS07zBuLe2E1" alt=""><figcaption></figcaption></figure>


# Navigation Modes

Navigation Mode controls how your camera moves through the scene. The viewer has three modes — orbit around the scene from above, walk around at eye&#x20;level, or right click to teleport from spot to spot. Switch between them at any time from the dropdown in the top toolbar.

### Open the mode menu

Find the navigation mode button in the top toolbar. The button shows the icon and name of the mode you are currently in, with a small chevron next to it.&#x20;Click the button to open the dropdown and pick a different mode.

<figure><img src="/files/SHS44wM4MjSZxHhVnbc1" alt=""><figcaption></figcaption></figure>

#### Orbit

<figure><img src="/files/91IZesoTbpDQ41m5rOvC" alt=""><figcaption></figcaption></figure>

"Orbit" is the default mode and is what most scenes start in. Drag with the left mouse button to rotate the camera around the scene, hold the right mouse&#x20;button to tilt and pan, and scroll the wheel to zoom in and out.

If you switch into Orbit while the camera is right down on the ground, the viewer lifts the camera to about 100 meters above the surface and tilts it down&#x20;so you start with a clear overhead look at where you were standing.

#### First Person

<figure><img src="/files/m2JtpTQJkzBuA4tCUefu" alt=""><figcaption></figcaption></figure>

"First Person" drops the camera to eye height, around 1.9 meters above the surface, and lets you walk through the scene like you are there. The view&#x20;widens out so you can see more around you at once.

Controls inside First Person:

* W, A, S, D to walk forward, left, back, and right.
* E to go up, Q to go down. Hold either to fly above the ground.
* Hold Shift while moving to sprint at about three times walking speed.
* Click and drag with the left mouse button to look around.

A short notification shows when the mode turns on: "Use WASD to move, E/Q for up/down, hold Shift to sprint".

The camera stays locked to ground level while you walk. If you fly up using E, the camera stays in the air until you press Q to come back down or until\
you walk off a ledge and drop back near the surface.

#### Click to Move

<figure><img src="/files/zzuXvGv7w0qvAAkceb75" alt=""><figcaption></figcaption></figure>

"Click to Move" also puts the camera at eye height with the wider field of view, but instead of walking with the keyboard you teleport. Move your mouse&#x20;and a small cursor marker shows the spot in the world where you would land.

Right click anywhere in range and the camera flies to that spot. The maximum click range is 400 meters. If you right click on something too far away, the&#x20;viewer shows "Too far to move there" and stays where it is.

A short notification shows when the mode turns on: "Right-click to move".

Left click and drag works the same as First Person for looking around.

### Notes

"First Person" and "Click to Move" only work in the regular 3D view and only when the camera is below 500 meters above the surface. If you are zoomed out&#x20;above that, switch back to "Orbit", fly down closer to the ground, and the ground modes will be available again. Switching out of either ground mode&#x20;restores the camera to its normal field of view and re enables the standard orbit controls.


# Split-Screen Comparison

The Split Screen tool lets you put two assets side by side in the same world and drag a divider to compare them. It works for two 3D Tiles assets, two&#x20;Imagery layers, or a mix of one of each. Useful for before and after looks, comparing two scans of the same site, or checking a base imagery layer against&#x20;a tileset that sits on top of it

### Open the comparison

Click the "Tile Comparison" button in the top toolbar to open the setup modal. The button shows a comparison icon and turns active when a comparison is&#x20;running.

<figure><img src="/files/f2jt0Ru23w9UPsihsB0Y" alt=""><figcaption></figcaption></figure>

### Pick the assets

If your library has both 3D Tiles and Imagery, switch the type at the top of the modal using the "3D Tiles" and "Imagery" buttons. The dropdowns below&#x20;will list every asset of that type from your Cesium Ion library.

<figure><img src="/files/cqa2jDRtU86ON6qQnEg9" alt=""><figcaption></figcaption></figure>

Pick one asset for the "Left Side Asset" dropdown and a different asset for the "Right Side Asset" dropdown. The two have to be different. If you pick the&#x20;same asset on both sides, the modal shows a warning and the "Compare" button stays disabled.

If you only have one asset in your library, the modal shows a yellow notice telling you that you need at least two assets to compare.

#### Run the comparison

Click "Compare" to load both assets into the scene. The viewer flies to the left asset so the comparison starts framed on something you can see. A white&#x20;vertical bar appears down the middle of the viewport with the left asset on its left and the right asset on its right.

<figure><img src="/files/91HHV91g0NVHRZYaL4p9" alt=""><figcaption></figcaption></figure>

Click and drag the white bar left or right to slide the boundary across the scene. The split happens live, so you can sweep back and forth to spot&#x20;differences in a corridor, a structure, or any spot you want to check.

<figure><img src="/files/Ll8xRyBGpwolCG6ah76j" alt=""><figcaption></figcaption></figure>

#### Close the comparison

Click the "Tile Comparison" button again to exit, or double click the white divider. Both assets are removed from the scene and the divider goes away.

#### Notes

The two assets need to be in the same area of the world. If you pick two 3D Tiles datasets that are more than 50 kilometers apart, the comparison will not&#x20;start and a toast will tell you the actual distance between them. Move to the same site and try again. Only assets from your Cesium Ion library are&#x20;available in the comparison dropdowns since the split rendering needs Ion sourced data.


# Coordinate Display

The Coordinate Display is a small live readout in the bottom left corner of the viewer that shows the latitude, longitude, and elevation of whatever your&#x20;mouse is hovering over in the scene. It updates as you move and is the quickest way to read off the location of a point without leaving a measurement\
behind.

### How to Use

click on the "Measure" button from the top bar.

<figure><img src="/files/WoZX9lei2Nc1TCxH3Y1t" alt=""><figcaption></figcaption></figure>

click the "Coordinate HUD" button. The button highlights blue once the readout is on, and the small box&#x20;appears at the bottom left of the screen.

<figure><img src="/files/rOwyJlUGEAbauUWHHsqT" alt=""><figcaption></figcaption></figure>

The readout shows three lines:

* "Lat" — the latitude of the point under your cursor, in degrees.
* "Lon" — the longitude of the point under your cursor, in degrees.
* "Elev" — the elevation of the surface under your cursor, in meters.

<figure><img src="/files/jTl5FO4o8jaBvpj4k3zj" alt=""><figcaption></figcaption></figure>

The readout follows the cursor so you can sweep over a feature in the scene and watch the numbers change. It reads off the actual surface, so if you hover&#x20;over a building rooftop or a 3D Tiles model the elevation reflects the top of that surface, not the ground beneath it. If the spot does not have a&#x20;tileset on it, the elevation falls back to the terrain height from the globe.

### How to stop

Click the "Coordinate HUD" button in the "Measure" panel a second time to turn the readout off. The readout also hides on its own when your cursor leaves&#x20;the viewer canvas, so it stays out of the way while you are working in side panels.

### Notes

The readout is a quick reference and not a saved measurement. If you want to keep a coordinate you can read here, use the "Coordinates" tool in the&#x20;"Measure" panel to drop a pin and store the value with the rest of your measurements.


# Atmosphere TimeSlider

The Atmosphere TimeSlider lets you change the time of day in the scene to see how the lighting and the sky look at any hour. It is useful for sun studies,&#x20;picking the right look for a screenshot, or just confirming that a feature reads well in both day and night light.

### How to Use

Click the clock button in the top toolbar to open the time panel at the bottom of the screen. The button label shows the current time, and the icon&#x20;switches between a sun and a moon depending on whether the time is set to day or night hours.

<figure><img src="/files/x6gBy9ce45CCrcYIoaxc" alt=""><figcaption></figcaption></figure>

### Drag the slider

The bottom panel is labeled "Atmosphere Time" and shows a horizontal slider that runs across a full 24 hour day. Drag the yellow handle left and right to&#x20;set the hour. The current time shows on the left side of the slider in a 12 hour format with "AM" or "PM".

<figure><img src="/files/HY3w65gG6XWM4GS4nne6" alt=""><figcaption></figcaption></figure>

Below the slider are four shortcut buttons for the most common times:

* "Sunrise" sets the time to 6 AM.
* "Noon" sets the time to 12 PM.
* "Sunset" sets the time to 6 PM.
* "Midnight" sets the time to 12 A

### What changes in the scene&#x20;

As you move the slider the viewer updates the sun position and the sky brightness in real time. Around midday the sky is at its brightest and shadows fall&#x20;short. Toward sunrise and sunset the sky shifts darker. At midnight the sky drops to its darkest setting and the scene reads as a night view.


# FAQs

<details>

<summary>SiEGA Desktop </summary>

**Q: Who can benefit from using AERO AI's services and SiEGA platform?**\
\
A: Our services and products are ideal for professionals in various fields such as drone mapping, GIS, urban planning, construction, architecture, environmental sciences, and any industry that requires precise geospatial data analysis. Our platform is designed to be user-friendly yet powerful enough for complex data interpretation, making it beneficial for both experts and newcomers in the field geospatial analysis.\
\
**Q: Can I order a custom drone operation or SiEGA Build?**\
\
A: Yes, we offer custom drone operations with a variety of data capture, processing, analytics and visualization options. These include Aerial Documentation (images, videos, and 360 panoramas), 2D Orthomosaic mapping, high-quality 3D Models, LiDAR Point Cloud data, Thermal Maps and Models, 2D/3D CAD & BIM drafting and modeling, as well as custom DIgital Twin Models.\
\
**Q: What customer support is available for SiEGA Globe Viewer?**\
\
A: We provide extensive customer support for SiEGA Globe Viewer users. This includes technical support, regular software updates, troubleshooting assistance, and dedicated customer service channels. Our aim is to ensure a smooth and productive experience for all users of the SiEGA Globe Viewer.\
\
**Q: Can I import CAD/BIM and GIS data into SiEGA Globe Viewer?**\
\
A: Yes, you can import CAD/BIM GIS data into the SiEGA Globe Viewer either using the Datasmith export plugins or as Cesium 3D tiles. The platform supports a variety of file formats, making it compatible with major CAD and BIM software like Revit, Rhino, SketchUp, and others.\
\
**Q:** Does AERO AI offer any customized solutions for specific project needs?\
\
Yes, we offer customized solutions tailored to the specific needs of your projects. Our team works closely with clients to understand their unique requirements and develop bespoke solutions that maximize the benefits of our technology.

</details>

<details>

<summary>SiEGA Web</summary>

**Q: Which file formats can I work with?**

A: SiEGA Web supports 3D Gaussian splats, LiDAR point clouds, photogrammetry models, CAD and BIM files such as Revit, Rhino, and SketchUp, vector datasets\
such as GeoJSON, and georeferenced imagery. Combine all your data types in one unified workspace with full metadata preservation.

**Q: How do I share my projects with my team?**

A: Create shareable links that preserve your exact camera position, layer visibility, annotations, and bookmarks. Team members can open these links\
directly in their browser and start working right away, which makes them well suited to live collaboration and client presentations.

**Q: Can I measure and annotate in SiEGA Web?**

A: Yes. SiEGA Web includes a full suite of measurement and annotation tools. Take precise measurements, draw on your data, add georeferenced annotations,\
create bookmarks for important locations, and save your project states instantly.

**Q: What file sizes can I work with?**

A: SiEGA Web is optimized for large datasets. You can work with multi gigabyte point clouds, high resolution imagery, and complex BIM models. Performance\
depends on your internet connection and graphics card, but SiEGA Web handles most professional geospatial datasets efficiently.

**Q: Can I export my work?**

A: Yes. Export measurements, annotations, and high quality renderings in multiple formats. Capture screenshots, generate reports, and share detailed\
documentation of your analysis, all directly from SiEGA Web.

**Q: How accurate is the geospatial positioning?**

A: SiEGA Web uses georeferenced coordinate systems to position your data with geographic precision. All models and datasets are aligned to real world\
coordinates, which keeps the spatial relationships between different data types accurate in one unified environment.

**Q: Do I need special software or plugins?**

A: No. SiEGA Web runs entirely in your web browser, including Chrome, Firefox, Safari, and Edge. There is no installation required, no plugins to\
download, and no setup needed. Just sign in to your AERO AI dashboard and start visualizing.

</details>


# Helpful Links

## 1) [AERO AI Main Website](https://aeroai.io/)

* More information about AERO AI
* Blog and Articles
* Contact
* Account information
* Preview other Solutions

## 2) [Cesium](https://cesium.com/)

* Cesium Token Access
* Learn more about 3D Tiling
* More information about Geospatial Data

## 3) [Convai](https://convai.com/)

* Create character AI for SiEGA environments


# Release Notes

This page highlights all publicly released updates, including new features, enhancements, performance improvements, and bug fixes.

## SiEGA Desktop – Release Notes

Welcome to the official release history of SiEGA.

<details>

<summary>v2.2.0 - Scene Creation &#x26; Exploration Update</summary>

### Version 2.2.0 – \[March 06, 2026]

We’re back with a brand new major release for SiEGA. This update introduces several powerful new tools and workflows that significantly expand how users can build, present, and interact with their scenes. Alongside these additions, we’ve continued improving performance and refining existing systems across the platform. You can find the full list of changes below.

#### 🚀 New Features

* **Asset Library:** The new Asset Library provides an intuitive workflow for browsing and utilizing SiEGA's asset inventory. Users can explore asset categories, select individual assets, and place them directly into the scene. Once placed, assets can be freely moved, rotated, scaled, or removed as needed, allowing users to efficiently populate environments while maintaining flexibility and consistency across their projects. Multiple instances of the same asset can also be placed to rapidly build out complex scenes. The ability to save and load assets loaded through the asset library is still a work in progress. This should be completed by the time our next patch rolls out.
* **Cross Section:** The Cross Section feature allows users to dynamically explore 3D environments by introducing an adjustable clipping plane into the scene. When activated, a movable plane is spawned that can be positioned and rotated using the standard selection tools. As the plane is manipulated, all Cesium 3D assets in the scene—including world terrain—update in real time to reveal a cross-sectional view. This allows users to inspect interior structures, subsurface elements, and spatial relationships with greater precision and clarity while navigating complex geospatial environments.
* **Virtual Reality Mode(experimental):** Virtual Reality Mode allows users to explore their SiEGA environments in a fully immersive VR experience using a supported headset. When activated, users can navigate their scene in either Fly Mode or Walk Mode, enabling both free aerial movement and grounded exploration at a human scale. This provides a more intuitive way to inspect environments, understand spatial relationships, and interact with large geospatial datasets from within the scene itself. Please note that VR Mode is still a work in progress, and users may encounter bugs or unexpected behavior as we continue improving and expanding this feature. Confirmed supported headsets currently include *Meta Quest 2* and *Meta Quest 3*.
* **Stories:** Story Mode enables users to create guided, narrative-driven experiences through a configurable slideshow system. Users can build a sequence of slides tied to specific locations in the scene. During playback, the camera automatically teleports to each slide’s location, presenting the content in a structured and immersive format. Each slide can include custom descriptions and individually configured durations, allowing users to control the pacing and context of their presentation. Slideshows can also loop automatically for continuous playback.
* **Media in Data Layers:** Images and videos can now be imported directly into the world through the Media system. Images containing EXIF metadata with latitude, longitude, and altitude will automatically be placed in their correct geospatial location using the Presentor object. Multiple images can be imported simultaneously, with only those containing location data positioned automatically. Videos can also be imported and attached to Presentor objects, which can be manually placed within the scene for flexible media positioning.
* **Tile Compare:** The Tile Comparison feature allows users to visually compare two assets within the same scene using an interactive split-screen workflow. After selecting two assets to link together, a movable slider divides the viewport, displaying each asset on its respective side. As the slider is adjusted, the boundary updates in real time, enabling direct visual comparison even when the assets occupy the same physical location within the environment.
* **Point Cloud:** Users can now edit the colors of classifications for Cesium 3D Tileset LiDAR Point Clouds. Adjusting the color of a classification ID updates the appearance of all points belonging to that classification globally across the scene. This feature expands on the ability to classify Cesium-streamed LiDAR datasets and allows users to better visualize and distinguish different point cloud classifications.
* **Terrain and GeoJSON from Cesium:** Terrain datasets and GeoJSON layers can now be streamed directly from Cesium ion, allowing users to quickly integrate geospatial terrain data and vector overlays into their projects.

#### 🔧 Improvements

* **New Globe Pawn:** The fly mode controls have been heavily redesigned, resulting in smoother and more responsive movement. The updated implementation significantly improves the overall feel of navigation while reducing issues associated with the previous system. Users can now use WASD + EQ to move throughout the scene, controls that most gamers should be very familiar with. Users can also tap the "T" button to toggle touch mode.
* **Settings for 3D Tilesets:** Expanded settings have been added for working with streamed Cesium assets. Users can now enable and configure classification directly within the settings menu for 3D Tilesets, as well as adjust attenuation parameters such as geometric error scale, maximum attenuation, and base resolution. Additional configuration options are also available for Cesium GeoJSON assets, including outline visibility, styling controls, and random color variations based on a selected base color.
* The old username and password login method has now been deprecated. From now on, clicking the login link will open an external browser tab, prompting you to log in with an account registered at aeroai.io.
* Media has been renamed to Bookmarks. This feature was previously located in the Actions menu and has been renamed to better reflect its intended functionality.
* Locally imported LiDAR point clouds now support Eye Dome Lighting, improving depth perception and visual clarity when viewing dense point cloud datasets.
* Made the full screen feature when playing videos in bookmarks more lenient to small mouse movements.
* Added scaling options to the CAD import process.

#### 🐞 Bug Fixes

* Blocked an exploit that could allow the fly pawn to get underneath the surface of the globe.
* Resolved a bug where clicking the "Esc" key multiple times would cause multiple exit game menus to appear.
* Collapsed more menus when loading a new save state.
* Resolved an issue with playing videos that would happen when switching to another pawn.

#### 🐛 Known Bugs

* **VR Mode is currently experimental** and may contain bugs or unexpected behavior.
* Selecting Gaussian Splats in select mode not working as intended.
* Occasionally, thumbnails on media images are incorrect.
* Fatal Error occasionally appears when exiting the application using the exit button in the actions menu.
* Viewshed will occasionally stop working, users wont be able to place more viewsheds.
* Panning with the cursor on a locally spawned LiDAR Point Cloud can cause the cursor to get stuck to the model.
* Exiting VR Mode may disrupt normal application functionality. If this occurs, restarting SiEGA will restore normal operation.
* VR Walk Mode orientation may become inconsistent after teleporting. Physically rotating your headset can help realign the viewing direction.
* Placing a MetaHuman from certain camera angles may cause the asset to briefly move toward the camera during placement. This behavior only occurs while placing the asset. Once placed, the MetaHuman will remain in the intended location.
* Clearing the rotation or scale fields when placing multiple assets does not reset the values. To restore the default settings, users must manually set the scale to 1,1,1 and the rotation to 0,0,0.
* Asset rotation persists between placements in the Asset Library. Once a rotation value has been set, all subsequently placed assets will use the same rotation. Clearing the input fields will not reset the value; users must enter 0,0,0 to return to the default rotation.<br>

***

### 🔮 Coming Soon

* **Cloud Saving**: Will allow streaming users to be able to have persistent saves, even over the cloud. For teams in the same organization, members will be able to share save slots across the organization. Current local saving is still a work in progress. Please be advised that not all features are fully integrated into the saving system yet. This feature is actively in development.
* **Artificial Intelligence Assistant**: There will be an AI Assistant who will be there to assist you through SiEGA at any moment. Further developments to this feature may also include ways to enhance the SiEGA environment through advanced image, video, and model generation.
* **Timelines**: 4D Model Visualization which will allow users to view changes over a course of time in a 3D environment.
* **AI Image and Video Enhancements**: Take screenshots and videos in SiEGA and use a prompt to enhance them. Then export the content however you'd like!

As always, we’re hard at work making SiEGA better every day. If you’d like to share feedback or leave a remark, feel free to reach out anytime through our socials or on Discord.

That’s all!

</details>

<details>

<summary>v2.1.1 - Organization Sign-in + Other Improvements</summary>

### Version 2.1.1 – \[September 22, 2025]

This update includes a variety of performance improvements and infrastructure upgrades that lay the foundation for upcoming features currently in development. You can find the full list of changes below.

#### 🚀 New Features

* **Organization Sign-In**: Now after logging in with your typical login credentials, you will be prompted to sign into an organization. These organizations have automatically been created for you, but you can still interact with your organization at aeroai.io. We've implemented this to set up for more team based collaborations, but more importantly, its necessary infrastructure to set up for cloud saving, which is still in the works.

#### 🔧 Improvements

* Added an "X" button to the export window in the Media tab
* Character switching in the settings menu is now more accurate. Character selection is now also persistent between saves
* The location of individual components of Datasmith and CAD models are now being saved
* Added support for .las type LiDAR Point Clouds
* Added support for eye dome lighting for LiDAR Point Clouds
* Added saving support for LiDAR Point Clouds (.laz and .las)
* SiEGA now automatically starts in windowed fullscreen mode (previously windowed mode)
* The border around the main viewport has been greatly reduced

#### 🐞 Bug Fixes

* Fixed an issue where occasionally when loading saves, the on-screen UI would completely vanish
* Resolved bug where the previous and next buttons in the presentor window were swapped
* Fixed a bug where saving and loading datasmith actors multiple times would break crucial saving functionality
* Fixed a bug where saving and loading CAD models could create ghost / "fake"  CAD entries in the data layers panel
* Fixed a UI issue where the media panel would interact strangely with other menus
* Gaussian Splats are now anchored in the world
* Reduced the frequency where when going from walk mode to fly mode, user would get spawned under the surface

#### 🐛 Known Bugs

* Selecting Gaussian Splats in select mode not working as intended
* Occasionally, thumbnails on media images are incorrect
* Fatal Error occasionally appears when exiting the application using the exit button in the actions menu
* Pausing while playing back a media video can severely disrupt controls&#x20;
* Viewshed will occasionally stop working, users wont be able to place more viewsheds

***

### 🔮 Coming Soon

* **Virtual Reality Mode**: A feature that offers an immersive way to explore and interact with your 3D environment using a VR headset. This mode allows users to experience scenes at a human scale, walk through environments, and engage with spatial data in a fully immersive setting. Ideal for design reviews, stakeholder presentations, and interactive simulations, Virtual Reality Mode enhances spatial understanding and adds a new dimension to geospatial exploration within the SiEGA platform
* **Cloud Saving**: Will allow streaming users to be able to have persistent saves, even over the cloud. For teams in the same organization, members will be able to share save slots across the organization. Current local saving is still a work in progress. Please be advised that not all features are fully integrated into the saving system yet. This feature is actively in development.
* **Artificial Intelligence Assistant**: There will be an AI Assistant who will be there to assist you through SiEGA at any moment. Further developments to this feature may also include ways to enhance the SiEGA environment through advanced image, video, and model generation.
* **Timelines**: 4D Model Visualization which will allow users to view changes over a course of time in a 3D environment.
* **AI Image and Video Enhancements**: Take screenshots and videos in SiEGA and use a prompt to enhance them. Then export the content however you'd like!

As always, we’re hard at work making SiEGA better every day. If you’d like to share feedback or leave a remark, you can reach us anytime through our socials or on Discord.

That’s all for this update!

</details>

<details>

<summary>v2.1.0 - GeoJSON, Gaussian Splats, New User Interface, and more!</summary>

### Version 2.1.0 – \[August 6, 2025]

Hey everyone! We're back, a little later than expected, but with a new major version, and a lot of massive changes! \
\
The first thing you will notice when opening up SiEGA now, is that the user interface has been completely overhauled. We decided to move many of our pop-up overlays into sidebars on the left, bottom, and right. This should feel a lot more comfortable to many users as it mimics more traditional editor-styled applications. To our experienced SiEGA users, we promise you'll like this new version much more!\
\
We've also made some big improvements with ways you can now visualize data, which we'll go in depth about below.

#### 🚀 New Features

* **New User Interface**: We've moved all of the popup overlays to sidebars on the left, bottom, and right sides of the screen. This creates a more editor-style application experience, and overall just prevents the main view port from getting too cluttered. These sidebars are resizable and allows users to do a lot more without getting overwhelmed.
* **GeoJSON Visualization**: GeoJSON files can now be imported locally from your computer's hard drive and visualized over areas.
* **Local Imagery Import**: Create imageries through Cesium Ion and overlay them on the globe in SiEGA through the Data Layers Panel.
* **Presenter Tool**: Add your own images and videos to a presenter tool, which can be placed anywhere in the world. Clicking on the presenter icon will show a window with the media that you uploaded.
* **CAD Imports**: Upload various types of CAD files (.fbx, .gltf, .3ds, .blend, .dxf, .glb, and more) and visualize them.
* **LiDAR Import**: Upload LiDAR Point Cloud files (.laz) and visualize them anywhere within SiEGA.
* **Gaussian Splats**: Upload Gaussian Splats files (.ply) to your project and visualize them using Unreal Engine's comprehensive Niagara system. *NOTE: This feature is still in development, not all game features are guaranteed to work with Gaussian splats.*

#### 🔧 Improvements

* Local 3D Tileset and Local Imagery save/load supported
* CAD Import save/load supported
* Media save/load supported
* Datasmith save/load supported
* Presenter save/load supported
* All measurement tools save/load supported

#### 🐞 Bug Fixes

* Thumbnails are now correctly being deleted from user hard drive when the media itself is deleted
* New User Interface would not get removed from the screen on logging out
* Some User Interface elements were not consistent with the rest

#### 🐛 Known Bugs

* Selecting Gaussian Splats in select mode not working as intended
* Selecting the walk mode character (Maria or Cooper) through the settings menu is broken at the moment
* CAD Imported models are not saving their position correctly
* Presenter arrow buttons are backwards (multiple assets loaded into single presenter)
* Occasionally, thumbnails on media images are incorrect
* Saving Datasmith and CAD imported models multiple times appears to not work
* Fatal Error occasionally appears when exiting the application using the exit button in the actions menu

***

### 🔮 Coming Soon

* **Virtual Reality Mode**: A feature that offers an immersive way to explore and interact with your 3D environment using a VR headset. This mode allows users to experience scenes at a human scale, walk through environments, and engage with spatial data in a fully immersive setting. Ideal for design reviews, stakeholder presentations, and interactive simulations, Virtual Reality Mode enhances spatial understanding and adds a new dimension to geospatial exploration within the SiEGA platform
* **Cloud Saving**: Will allow streaming users to be able to have persistent saves, even over the cloud. Current local saving is still a work in progress. Please be advised that not all features are fully integrated into the saving system yet. This feature is actively in development.
* **Artificial Intelligence Assistant**: There will be an AI Assistant who will be there to assist you through SiEGA at any moment. Further developments to this feature may also include ways to enhance the SiEGA environment through advanced image, video, and model generation.
* **Timelines**: 4D Model Visualization which will allow users to view changes over a course of time in a 3D environment.
* **AI Image and Video Enhancements**: Take screenshots in SiEGA and use a prompt to enhance them. Then export the images as you'd like!

We've been busy since our initial launch and are excited to keep providing more tools through SiEGA. Make sure to keep in touch with us through social medias, as well as here in the release notes to know whats new.\
\
We have a ton planned for the **Coming Soon** section, but always feel free to let us know if you have any ideas that you want to see.\
\
Hope everyone enjoys this update, we'll be back with a new update as soon as possible!&#x20;

</details>

<details>

<summary>v2.0.0 - Initial Launch</summary>

### Version 2.0.0 – \[June 17, 2025]

Welcome to the official release of SiEGA! This is our first release note, so there isn't too much to say right now. But we'll give you some quick insight on what to expect for future releases! \
\
We will make an effort to ship out a new release each time a major improvement or feature is completed, as well as include smaller improvements, bug fixes, etc. as they are completed. \
\
During the SiEGA Viewer Preview Program, we had the most efficient development in the history of AERO AI and made frequent updates each month, so expect to see similar progress in the coming months!\
\
Here's a quick recap of what was available on release as well as some sneak peeks at future releases.&#x20;

#### 🚀 New Features

* **Selecting Mode**: A quick way to enter a selecting mode where you can directly interact with assets.
* **Metadata Mode**: Use your mouse pointer to hover over assets containing metadata to easily view the metadata of the object within SiEGA.
* **Weather**: Dynamically update the weather with over 13 different weather options and 24 hour time of day controls.
* **Local 3D Tilesets**: Tile your assets (through Cesium Ion) and locally import them as 3D tilesets into SiEGA through the Data Layers Panel.

#### 🔧 Improvements

* Overhauled the design of the Media panel and renamed it, then added the Videos tab within the Media panel.
* Complete redesign of the Data Layers Panel with major improvements to the layout and features overall. Moved Datasmith importing and tileset culling to the data layers panel.
* Added ConvAI NPC API Key entry as before only character IDs from our company's account would work.
* Added settings to set graphics level, choose walk mode character, and set walk mode camera sensitivity.
* All tools have been completely redesigned for improved usability, enhanced visual clarity, and significantly reduced performance impact. The updated interface is more vibrant and intuitive, offering a smoother overall experience.
* Changed the driving logic behind the search bar to provide more specific results to the text that is being entered into the search bar.
* Overall UI enhancements across the entire application.

#### 🐞 Bug Fixes

* The entire Presets menu used to completely reset each time you closed and opened it. Now is persistent not only between opening and closing the menu, but can be saved and loaded using the save menu.
* Resolved an issue where changing the weather while playing a video in the media tab would cause the user to get teleported a short distance away.
* Fixed most occurrences where user can fall through the world into the dark abyss below while in walk mode.
* Toned down the sensitivity of the fly mode panning and zooming, especially the closer the user gets to the earth.&#x20;

***

### 🔮 Coming Soon

* **Viewshed**: A tool that allows users to analyze visibility within a 3D environment by showing what areas are visible or obstructed from a specific point. When placed in the scene, the viewshed projects a visual cone indicating the line of sight, typically using color to distinguish visible and hidden areas. This is useful for applications like surveillance planning, camera placement, and understanding sightlines in urban or natural landscapes.
* **Presentor**: A feature in SiEGA that allows users to upload and display images and videos directly within the 3D scene. This tool is designed for guided presentations, enabling content to be projected in the environment and viewed by others in real time. Whether showcasing site plans, visual references, or multimedia explanations, the Presenter feature enhances communication and storytelling within collaborative sessions by anchoring visual content to specific locations in the project space.
* **Virtual Reality Mode**: A feature that offers an immersive way to explore and interact with your 3D environment using a VR headset. This mode allows users to experience scenes at a human scale, walk through environments, and engage with spatial data in a fully immersive setting. Ideal for design reviews, stakeholder presentations, and interactive simulations, Virtual Reality Mode enhances spatial understanding and adds a new dimension to geospatial exploration within the SiEGA platform
* **GeoJSON Importing**: Users will be able to seamlessly and dynamically import GeoJSON files and visualize them all over the globe.
* **Cloud Saving**: Will allow streaming users to be able to have persistent saves, even over the cloud.
* **Artificial Intelligence Assistant**: There will be an AI Assistant who will be there to assist you through SiEGA at any moment. Further developments to this feature may also include ways to enhance the SiEGA environment through advanced image, video, and model generation.

There were so many changes since the beginning of the SiEGA Viewer Preview Program, so the ones you see above are just the biggest changes we decided to include. Make sure to keep updated as we continue to release updates as the future release notes will be more specific. \
\
We're also actively working on the features in the **Coming Soon** section, so if any of them excite you, please let us know!\
\
That's all for now. See you in version 2.0.1 !

</details>

## SiEGA Web – Release Notes

<details>

<summary>Version 1.1.0 - AI Render, Panoramic Images, Annotations + Other Improvements</summary>

### Version 1.1.0 - \[July 23, 2026]

This update introduces several new tools and workflows that significantly expand how users can utilize SiEGA Web. It brings AI Render to SiEGA Web, a new way to turn your 3D view into photorealistic images and videos from a prompt, along with 360° panoramas you can step inside, video annotations, and a redesigned annotations panel. Alongside these additions we have refined Scene Layers styling and panorama loading, made new media appear without reloading, and fixed a range of  issues across the platform. You can find the full list of changes below.

**New Features**

AI Render: Generate photorealistic images and short videos of your current 3D view from a text prompt. Images render at up to 4K with a choice of faster or higher quality models, and videos generate in the background from a start frame (plus an optional end frame) with duration, aspect ratio, and resolution options.

Credits: Renders draw from your organization's shared credit balance, split into your monthly plan allowance and purchased top-up credits. The balance updates live as you generate, and you can buy top-up credit packs any time.

AI media in your library: Generated images and videos auto-save to your asset library and show up under Media and in the new Bookmarks "AI Images" and "AI Videos" tabs.

360° Panoramic Images: Explore 360° panorama photos pinned right on the map. Click a marker to step inside and look around in every direction. Each panorama loads automatically from your library, and a side panel shows its name, location, altitude, capture date, and resolution. 3D buildings hide while you are inside so nothing blocks the view. Your panoramas are saved and reopened with your scene.

Video Annotations: Pin a video from your library to a spot on the map and play it right there, using the new Video tab in the annotations panel.

Videos in the Sidebar: A new Videos section lists the videos in your library, so you can browse and play them even when they have no location data.

Project Rollback: Restore a project to a previous saved state if you need to undo changes.

GeoJSON Download: A new option to download GeoJSON files has been added.

**Improvements**

Scene Layers styling: the opacity slider now fades lines and points, not just the fill, and new layers load in their final colors so nudging a slider no longer makes the color jump.

Annotations Panel: The panel is now organized into clear tabs: Note, Image, Video, and Coordinates. Pick the kind you want and drop it on the map. Scenes made before the redesign still open cleanly.

Image Zoom: Plain images now have zoom in and zoom out buttons for a closer look.

Panorama Loading: Panoramas show a loading spinner and wait for the full quality image before appearing, so you no longer see blank or half loaded views. Each panorama also shows its type, 360° photo or cube map, under its name in the sidebar.

That is everything for this update of SiEGA Web. If you’d like to share feedback or leave a remark, feel free to reach out anytime through our socials or on Discord.

See you in our next update!

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<summary>Version 1.0.0 - Initial Launch</summary>

Welcome to the very first release of SiEGA Web! This is where the browser based side of the SiEGA platform begins, and it is also our first Web release note, so think of it as your introduction to what SiEGA Web can do today and where it is headed.

Going forward, we plan to ship a new release whenever a major feature or improvement is ready, along with the smaller refinements and fixes that land in between. SiEGA Web is built to grow quickly, so expect these notes to show up often and to get more detailed with every version.

Since this is the launch version, here is a recap of everything that ships at release, followed by a look at what we are building next.

**New Features**

Asset Library: Browse and load all of your data from one place, pulling assets from your AERO AI account, your Cesium Ion library, and files you open straight from your computer.

Wide Data Support: Work with 3D Tiles, Gaussian splats, LiDAR point clouds, imagery, terrain, models, and GeoJSON, all in the same scene.

Measurement Tools: Measure distance, area, circles, and volume, read coordinates anywhere on the globe, and switch units whenever you need to.

Annotations: Draw directly on your data and attach notes and images to the places that matter.

Place: Drop built in shapes or your own imported OBJ and GLB models into the scene, then position them precisely with the Transform Gizmo.

Scene Layers: Manage visibility, transforms, and point cloud classification for every asset from one panel.

Camera Modes: Explore the way that suits you, orbiting from above, walking through at eye level, or clicking to move from spot to spot.

Bookmarks and Story Builder: Capture key views and arrange them into a guided story you can share with anyone.

Camera Videos: Build smooth camera paths and play them back as videos inside your scene.

Scene Saving and Sharing: Save your work and create a share link that reopens the exact same view for your team, with nothing to install.

Tile Comparison: Place two datasets next to each other and drag a divider across the screen to compare them.

Encroachment Report: Analyze how your assets relate in space and flag where they cross the limits you set.

Drone Image Gallery: Bring in geotagged drone photos and see each one pinned to its real location in the scene.

Projects: Organize your assets, scenes, and work across both the dashboard and the viewer.

Since this is the first release, there are no earlier versions to improve on or bugs to fix just yet. That all starts with the next update.

**Coming Soon**

Direct Point Cloud Uploads: Upload point clouds straight from the AERO AI dashboard without a separate tiling step.

More Data Formats: Expanded support for additional formats such as KML and KMZ.

Launch in SiEGA Desktop: Open a project directly in SiEGA Desktop from the same place you launch it on the Web.

That is everything for the launch of SiEGA Web. These notes will get more specific with each release, so keep an eye out, and if anything in the Coming Soon list excites you, let us know.

See you in version 1.0.1!

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