Animated Background
A browser-based animated desktop background: a WebGL flight scene over real terrain, driven by the real sun, moon, stars and live weather. Designed to be dropped into an iframe or kiosk browser and left running.
Features
- WebGL flight scene (
vendor/clouds3d.js): a 3D terrain mesh built from real elevation data (Copernicus DEM), a raymarched volumetric cloud deck with soft layer edges and adaptive march length, optional round-world curvature, and a figure-eight flight path around the configured location with a vertical bob inside the 15-35 km flight band. - One physical light model shared by sky, clouds, contrails, aircraft and
ground: direct beam through a Kasten-Young air mass with Rayleigh, ozone and
aerosol extinction, diffuse skylight, moonlight, a starlight floor and aerial
perspective. Sun and moon come from the real positions (SunCalc) for
CONFIG.location;CONFIG.daycan move the clock those positions are evaluated at (start at a chosen date/time, optionally accelerated) without replacing the astronomy. - Theme-tinted lighting: each theme may pull the physical colours toward
its own palette and set its own day/night exposure, without replacing the
physics (
window.THEMES[...].lighting). - Shadows: moving cloud shadows sampled from the same wind-advected cloud field the sky renders, plus terrain self-shadowing over the DEM height field.
- Realistic night sky: ~8700 stars from the Yale Bright Star Catalogue
(points sized by magnitude, coloured by temperature), rotated at the sidereal
rate for the site's latitude, a Milky Way band, approximate Keplerian planet
points for Mercury..Pluto with planet colours, and a moon disc with a real
lunar surface map: the terminator comes from the sun direction, so crescent,
gibbous and full fall out of the geometry (sun and moon discs are drawn
enlarged -
CONFIG.sun/CONFIG.moon- while the lighting stays physical). - Aircraft: low-poly jets (own CC0 mesh, generated by
tools/plane_gen.py) on curved routes between real airfields, with a destination rolled at every take-off, sun-lit silhouettes and contrails by day, strobing position lights by night. - Night lights: vehicle lights moving along the real road network (Overpass) with correct driving side per country, and settlement lights from OSM place nodes (bigger towns get more and brighter dots). Both fade in light by light across twilight instead of switching as one block.
- Live weather (Open-Meteo): current conditions plus a 4-day forecast widget; the weather code selects the cloud coverage and the colour mood, and wind speed/direction advect the cloud field.
- Fully cached, offline-capable: basemap tiles, the elevation grid, Overpass road/place cells, the merged road chains and the decoded settlement list live permanently in IndexedDB; the star catalogue is inlined. Once warm, the scene renders fully offline (only weather is fetched live), and a 15-minute cycle transparently retries anything that previously failed.
- Pixel-art rendering option:
CONFIG.renderScalerenders the 3D scene at a fraction of the display size and upscales it in exact integer blocks withimage-rendering: pixelated, while the DOM UI stays crisp. - Location-aware: set
CONFIG.location.lat/lonand everything (flight anchor, terrain tiles, sun/moon, weather, star rotation, traffic side) is derived from it. Without a location, browser geolocation is tried, falling back to the built-in default. - Six UI languages, CSS-swappable colour themes, configurable clock format, optional debug panel.
Run with Docker (recommended)
docker compose up --build
Then open http://localhost:58881/.
The bundled nginx config (default.conf) is more than a file server:
- CORS proxies for the basemap styles (
/esri/streets/,/esri/imagery/) and the elevation tiles (/terrarium/). - CORS proxies for the three Overpass mirrors (
/overpass/api/,/overpass/coffee/,/overpass/mail/) with a browser-like request, long timeouts and a 30-dayproxy_cache(overpass-cache.conf) that also serves stale entries while a mirror is down. Public Overpass instances refuse or mis-handle cross-origin POSTs, and they are flaky; the cache means a cell the browser already paid for is never lost. Cache-Control: no-storefor HTML and JS, so a changedCONFIGtakes effect on reload.
The proxies are a convenience, not a requirement: every data source is also
reachable directly from the browser (ESRI, the AWS elevation bucket and the
Overpass mirrors all answer cross-origin requests), and the page probes for
/terrarium/ and /esri/... at start-up and switches to the proxy only when
this same-origin proxy actually exists. Running the files from any static
server therefore works as well - just without the nginx-side Overpass cache.
Single-file build
build.py bundles everything into one self-contained HTML file: all scripts,
the star catalogue and every theme stylesheet are inlined, and theme switching
keeps working.
python3 build.py # -> background-standalone.html
python3 build.py out.html # -> custom output path
python3 build.py --check # build to a temp file and verify, write nothing
--check fails if anything is left that would need a sibling file (an external
<script src> or a CSS <link>), including the lunar surface map as a data
URI, so the moon needs no sibling file either.
Runtime data is fetched at load, but from public sources only: ESRI basemap
tiles, the AWS elevation tiles and the Overpass mirrors are all CORS-enabled,
and Open-Meteo needs no key. So the built file runs on its own - from any
static server, and even opened directly via file://. Serving it from the
Docker image additionally gives the nginx proxies and the 30-day Overpass
cache, which is the gentlest option for the upstreams. If a source is
unreachable, the scene degrades instead of failing: an "OFFLINE"-labelled
ground grid in place of basemap tiles.
Render flow diagrams
The scene is a sequence of full-screen and geometry passes sharing one light state. The diagrams below describe the current pipeline.
Frame pipeline
flowchart TD
A[background.html] --> B[CONFIG + THEMES]
A --> C[Open-Meteo weather]
A --> D[SunCalc clock: sun, moon, sidereal time]
A --> E[IndexedDB cache: tiles, DEM, Overpass]
B --> F[clouds3dRender]
C --> F
D --> F
E --> F
F --> G[Sky pass: gradient, stars, Milky Way, sun, moon]
G --> H[Star catalogue points]
H --> I[Planet points]
G --> J[Terrain distance pass, only when needed]
J --> K[Terrain mesh pass]
K --> L[City lights]
L --> M[Car lights]
M --> N[Optional atmosphere model]
N --> O[Front haze]
O --> P[Cloud raymarch, soft edges and adaptive march]
P --> Q[Aircraft]
Q --> R[Contrails]
Weather and cloud calculation
flowchart LR
A[Open-Meteo current/hourly] --> B[weather_code]
A --> C[wind_speed_10m]
A --> D[wind_direction_10m]
B --> E[weather theme]
B --> F[cloud coverage density]
C --> G[wind speed in world units/s]
D --> H[advection vector toward opposite bearing]
F --> I[cloudDensity fBm]
G --> I
H --> I
I --> J[raymarch cloud deck]
J --> K[cloud colour and alpha]
K --> L[sky/cloud pixels]
K --> M[terrain cloud shadows]
Cloud shadows on terrain
sequenceDiagram
participant Sky as Sky/Cloud pass
participant Cloud as cloudDensity()
participant Wind as wind vector
participant Terrain as Terrain shader
participant Sun as Sun direction
Wind->>Cloud: offset cloud field over time
Terrain->>Cloud: sample from ground point toward sun
Cloud-->>Terrain: optical depth through cloud deck
Terrain->>Terrain: darken direct sunlight by cloud optical depth
Terrain->>Terrain: reduce skylight by cloudShadowAmbient
Terrain-->>Screen: shaded ground patch under moving cloud
Terrain self-shadowing
sequenceDiagram
participant T as Terrain fragment
participant H as DEM height field
participant Sun as Sun direction
T->>H: march from surface point toward sun
H-->>T: terrain height samples
T->>T: compare surface height with sampled terrain height
T->>T: shadow = 0 if blocked, 1 if lit
T-->>Screen: ridge/valley shading with terrainShadowFloor
Aircraft and contrails
flowchart TD
A[OSM aerodromes] --> B[airport graph]
B --> C[destination selection]
C --> D[Bezier route: climb, cruise, descent]
D --> E[aircraft mesh + night strobes]
D --> F[eligible for contrail]
F --> G[contrail ribbon geometry]
G --> H[world-space fBm shader]
H --> I[contrail pixels]
E --> I
Roads, car lights and city lights
flowchart TD
A[Overpass road cells] --> B[road chains]
B --> C[road slots]
C --> D[traffic side lookup]
D --> E[vehicle points]
E --> F[distance fade + night ramp]
F --> G[car light pixels]
H[Overpass place nodes] --> I[settlement list]
I --> J[rank/population weighting]
J --> K[city light clusters]
K --> L[city light pixels]
Planets and stars
flowchart LR
A[scene date] --> B[Keplerian planet positions]
B --> C[geocentric ecliptic vector]
C --> D[RA/Dec]
D --> E[local sky direction]
E --> F[planet points]
G[Yale star catalogue] --> H[RA/Dec]
H --> I[sidereal rotation]
I --> J[star points]
Configuration
config.js is the reference: every key is documented in place, and unused
options are listed commented-out with example values. Most knobs are read every
frame, so editing the file and reloading is enough - no rebuild needed.
Groups:
| Group | What it controls |
|---|---|
theme, language, timeFormat, units, credits |
palette, UI language, clock format, °C/°F, attribution line |
debug |
debug panel (weather, shader counters, theme palette and lighting) |
renderScale, antialias, maxFps, performance |
internal 3D resolution, MSAA, frame cap and adaptive cloud-march quality |
location |
lat/lon (+ optional label) - everything geographic |
weatherSim, weatherSimInterval |
ignore the API and cycle the weather looks |
tiles |
basemap re-fetch interval (expireDays), tile-border debug overlay |
ground.style |
'satellite' (ESRI World_Imagery) or 'streets' (ESRI World_Street_Map) |
orbit |
figure-eight path, radiusKm, direction, reorientation, altBob |
fog.distanceKm |
distance haze (0/false = off) |
clouds |
deck height (top/bottom in world units), density per weather level, wind motion, soft edge/horizon fading, maxMarchUnits and terrainOcclusion |
flights |
aircraft count, altitudes, speeds, destination weights, contrails, night strobes |
terrain |
DEM mesh, exaggeration, edge fade/skirt, outerDem, carLights, cityLights, wireframe |
carLights |
road width, light sizes, lane separation, traffic range/fade, trafficSide, spacing, speed, density, brightness |
lights |
twilight switching window of every artificial light (offDeg, onDeg, softDeg) |
atmosphere |
turbidity, moon/star gains, night floor, albedo/sky/air gains, haze blocks, cloud albedo/haze, cloud shadows, terrain shadows |
stars |
star colour tint and brightness |
planets |
planet points: enabled, brightness, sizeScale, showPluto |
curvature |
round-world curvature: enabled, earthRadiusKm, exaggeration |
sun |
angularRadius (disc size only, 12x physical by default) |
moon |
disc size (angularRadius, 12x physical by default), texture, lightGain, earthshine, limbDarkening, brightness, halo, flipU/flipV |
camera |
aim ('off' or 'moon'), aimEase, aimBob |
day |
startAt ('YYYY-MM-DDTHH:MM' or null), speed (virtual s per real s) |
World scale
1 world unit = one zoom-11 tile ≈ 12.9 km at 48.6°N. World axes are
+X = east, +Y = up, +Z = north; the camera flies the 15-35 km band
(y ≈ 1.16-2.70). Cloud deck heights, fog distance and orbit radius are all
expressed in these units or in km where noted.
Performance
CONFIG.performance controls adaptive cloud raymarching:
performance: {
adaptiveCloudMarch: true,
lowFps: 24,
highFps: 35,
minCloudMarchUnits: 45
}
When the debug FPS drops below lowFps, the cloud march is shortened. When it
stays above highFps, the march is restored toward CONFIG.clouds.maxMarchUnits.
Other main performance knobs:
renderScale: lower internal 3D resolution.antialias: false: disables MSAA.maxFps: caps the animation loop.clouds.maxMarchUnits: maximum cloud raymarch length.clouds.softEdges,edgeSoftness,horizonSoftness: soft cloud edges; disablingsoftEdgesrestores the old hard shell behaviour.atmosphere.cloudShadowsandatmosphere.terrainShadows: disable if the scene is GPU-bound.flights.count,flights.contrailChance,carLights.density,emergencyVehicles.count: reduce scene-object density.
Themes and theme lighting
A theme is a stylesheet plus an optional lighting block:
window.THEMES['mytheme'] = {
css: 'mytheme.css',
lighting: {
tint: 0.45, // 0 = pure physics, 1 = theme colour
sun: '#f2e3c0', // direct beam
sky: '#5e81ac', // skylight and horizon
air: '#81a1c1', // aerial perspective / haze
moon: '#d8e3ee', // moonlight
gain: 0.95, // day exposure
nightGain: 1.12 // night exposure
}
};
The physical model stays the base in every theme; lighting only shifts hues
and exposure. Omit lighting for a purely physical theme. The palette itself is
read from the CSS custom properties of the active stylesheet, so the scene and
the UI always agree.
Debug switches
All off by default, all documented in config.js:
debug: 1- debug panel (bottom left): weather state, sun/moon, shader counters, the active theme palette and its lighting values.tiles: { debug: true }- bake tile borders, N/S and x/y labels into the ground texture (orientation check).terrain: { wireframe: true }- draw the mesh edges.ground: { style: 'streets' }- labelled street map instead of satellite.day: { startAt: '2026-10-29T20:56', speed: 1440 }- start the scene at a chosen moment and run the clock accelerated (1440 = one day per minute);speed: 1runs it at real time from that moment,startAt: nullis strictly real time. Sun, moon, phase, clock hands and weather all follow that clock.weatherSim: true- deterministic weather cycle for comparing looks.
URL hash parameters
http://host:58881/#flight=N&fetch=S
at=2026-10-29T20:56- start the clock at this local date/time (overridesCONFIG.day.startAt).speed=1440- virtual seconds per real second (overridesCONFIG.day.speed).flight=N|NE|E|SE|S|SW|W|NW- heading of the straight flight corridor (used whenCONFIG.orbitis disabled)fetch=N|NE|E|SE|S|SW|W|NW- direction the tile mosaic is prefetched ahead of the camera
Time format tokens
YYYY 4-digit year (2026) MM month 01-12 (10)
DD day 01-31 (07) HH hour 00-23 (14)
mm minute 00-59 (35) ss second 00-59 (22)
sss millisecond 000-999 (456) a am/pm (pm)
A AM/PM (PM)
MMM month short name (Oct, Okt, Ott, ...)
MMMM month full name (October, Oktober, ...)
DDD weekday short name (Mon, Mo, Lu, ...)
dddd weekday full name (Monday, Montag, ...) lowercase!
Any other character is emitted verbatim (so a literal T in ISO-8601
needs no special token).
\n newline \t tab \\ literal backslash
Caches
Everything is stored in IndexedDB, database background-tiles, store tiles:
| Key pattern | Content |
|---|---|
sat/{z}/{x}/{y} / {z}/{x}/{y} |
basemap tiles, kept per style so satellite and street maps cache separately |
elev/... |
decoded elevation grid cells |
geo/mw11/..., geo/mw_e/..., geo/sec10/... |
Overpass road cells (motorway network and side roads) |
geo/place_... |
Overpass place-node cells |
geo/roadchains_v1 |
merged road polylines (rebuilt only when a cell is re-fetched) |
geo/placecache_v1 |
decoded settlement list |
geo/airports_v1 |
airfield list used by the aviation layer |
geo/cells_v1 |
manifest: every cached Overpass cell with the time it was stored |
The star catalogue is not cached: build.py inlines vendor/stars.json into
window.__starsData. Weather is the only thing fetched live on every load.
The manifest is what makes a warm reload fast: the road and settlement layers
compare geo/cells_v1 against their build records and replay the finished
geometry without reading a single raw Overpass cell.
Cached data is never re-fetched unless CONFIG.tiles.expireDays is set. To
start clean, delete the background-tiles database in the browser.
Adding a language
Add the key under the new language code in i18n.js:
window.TRANSLATIONS['Sunrise']['xx'] = 'MyTranslation';
Files
.
├── background.html the page (UI, weather, day/night driver, debug panel)
├── config.js user-facing configuration + window.THEMES
├── i18n.js translation strings (en/de/it/es/fr/ru)
├── ash.css default colour theme
├── gruvbox.css alternative colour theme
├── nord.css alternative colour theme
├── tools/
│ └── plane_gen.py generates vendor/plane3d.js (the airliner mesh)
├── vendor/
│ ├── clouds3d.js WebGL scene renderer (sky, clouds, terrain, lights)
│ ├── suncalc.js sun/moon positions - ISC (SunCalc by mourner)
│ ├── moon.jpg lunar surface map for the moon disc - CC BY 4.0
│ ├── plane3d.js low-poly aircraft model - CC0
│ ├── stars.json Yale Bright Star Catalogue subset
│ └── LICENSE per-library license attributions
├── default.conf nginx: port 58881, CORS proxies, cache headers
├── overpass-cache.conf nginx proxy_cache_path for the Overpass cache
├── build.py single-file HTML bundler (see "Single-file build")
├── Dockerfile builds the nginx:alpine image
├── docker-compose.yml one-service Compose file
└── LICENSE MIT (application code)
Licenses & data attribution
- Background application code: MIT (see
LICENSE) - SunCalc (vendored): ISC - https://github.com/mourner/suncalc
- Aircraft model (
vendor/plane3d.js): own geometry, generated bytools/plane_gen.py, CC0 - Open-Meteo (weather API): CC BY 4.0 - https://open-meteo.com/
- ESRI basemaps (
World_Imagery,World_Street_Map) served through the bundled proxy: Esri, its licensors and contributors - https://www.esri.com/en-us/legal/acknowledgmentsandstandards - OpenStreetMap (Overpass road and place data): ODbL - https://www.openstreetmap.org/copyright
- Copernicus DEM (terrain, via Mapzen/TILEZEN terrarium tiles): open data - https://registry.opendata.aws/terrain-tiles/
- Yale Bright Star Catalogue (star positions, via
vendor/stars.json) - Solar System Scope (lunar surface map, via
vendor/moon.jpg): CC BY 4.0 - https://www.solarsystemscope.com/textures/ - OpenStreetMap Nominatim (reverse geocoding): ODbL - https://nominatim.org/release/