Modern WebGL-based representative 3D mapping has taken little notice of time-proven rules of cartography, as if arbitrary viewing angles could somehow obliterate the need to convey a clear hierarchy of features. In this talk we will show how that long-standing shortcoming may be overcome using solely open-source software. From the choice of a basemap through the definition of intellectual and visual hierarchies to the coding of visual style, we will show how to produce 3D maps which aspire not only to the aesthetic appeal but also to the information value of a real cartographic product. The slides are available to download here.
.@melowntech thanks for the thought provoking discussion about the trade-offs that exist in 3D mapping (the technology) and cartography (the craft). 3D mapping isn't always better. Like most carto, it depends on the map's purpose and intended audience. Well put.— Joanna Merson (@JoannaMerson) October 17, 2019