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Tool / T2

Design at the speed of code: command palette, panes, hotkeys and real CSS in one workspace.

Journey

Fedor Konyukhov is a world-renowned explorer and the first person in history to reach five of the planet's poles: the Geographic North and South Poles, the Arctic Ocean Pole of Inaccessibility, Mount Everest, and Cape Horn. He is also the first to complete the Adventurers Grand Slam.

For this project, we developed an interactive application that brings his entire expedition history to life on a 3D globe with interactive markers and routes. Each expedition features a dedicated page with procedurally generated landscapes that recreate the unique environments encountered along the journey.

Year2025
Focus / KeywordsWebGL, Procedural Generation, GLSL, Motion
ServicesReal-time planet rendering and a procedural landscape engine for travel-story pages — atmosphere, terrain and weather systems built from scratch and tuned live in the browser.

Procedural Landscapes

For the detailed travel story pages we built a landscape builder that generates a real-time world for a wide range of settings — ocean, mountains, plains, snow, rain, fog, clouds, day, night — in virtually any combination, tuned to match the story it's telling.

FBM & erosion

At the core of the landscape generation is FBM (Fractal Brownian Motion), the primary noise driving the mountains, layered with a second noise pass that simulates erosion — with its own parameters for where it starts and how strongly it blends into the terrain.

Dozens of further parameters control how land, snow and rock get assigned, texture sampling, visibility and object updates — all of which weigh on performance — plus level of detail through LOD.

Atmosphere and Sun

The atmosphere and sun are the parameters doing the most work on the overall look — the strength of the sun's pull on the sky, the shape of the solar disc, energy loss and absorption as light passes through, and scattering, where particles in the atmosphere bounce light back toward the camera.

Atmospheric scattering runs deep enough to explain something as basic as why the sky is blue.

Rain, Clouds and Fog

Rain comes with its own set of controls — lightning for simple thunderstorms, a toggle to switch it on, density, drop speed, and wetness for how the surface reacts. Clouds and fog build on top: ray-marching steps, layer height, density, wind direction, clarity, size, lighting and shadows.

Fog quality carries the most weight of all — as the scene moves, terrain has to emerge from it smoothly, with no visible cutoff or hint of where the render actually ends.

Planet Rendering

Every layer of the planet is a live parameter rather than a baked-in look: atmosphere brightness, height, cloud coverage and lighting sit behind sliders, tuned by eye until the balance between a physically accurate sky and a more painterly one feels right. Markers on the globe work the same way — each one carries a route defined as a sequence of longitude/latitude points, with its own curve parameters for pleasing shapes and smooth, natural-looking bends.

Cloud density, light-scattering strength, the solar disc's size and brightness, and every marker's color and size are exposed the same way, each previewed live against the real satellite imagery before it ships.

Every Story, Its Own World

Every expedition page draws its environment from the same engine, tuned to match the record it's telling — a polar sled crossing gets arctic dusk and drifting snow, a solo balloon flight gets a wide, sunlit sky, with nothing hand-built per page.

Project Launch Promo Video

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