Show HN: Isometric SF – A pixel-art map of the SF Bay Area

(isometricsf.com)

125 points | by juscha1 5 hours ago ago

48 comments

  • mlmonkey 4 hours ago ago

    OP didn't mention it (or maybe I missed it), but the underlying imagery comes from the Google 3D photorealistic tiles API: https://developers.google.com/maps/documentation/tile/3d-til...

    They offer a generous 1000 API calls per month for free, in case anyone is interested in replicating this.

  • drayfield 2 hours ago ago

    Sorry to be a downer, but this looks really bad to me. It completely lacks the sumptuous precision of real pixel art.

    • weego 2 hours ago ago

      I was going to post the same, zooming in it's jpg artifacts and ghosting, I assume it was pixel perfect at some point in the process but isn't now.

    • elxr 31 minutes ago ago

      It's straight up not "pixel art".

      Maybe a "close enough" emulation of pixel art, if we're being generous.

  • kenferry 4 hours ago ago

    …not actually pixel art though, no?

    • simlevesque 3 hours ago ago

      Search for "pixel art" in HN's search and you'll see most of the last submissions are the same fake pixel art.

      "pixel art" NYC: https://news.ycombinator.com/item?id=46721802

      "pixel art" Rio: https://news.ycombinator.com/item?id=50448289

      "pixel art" London: https://news.ycombinator.com/item?id=50163735

      "pixel art" Valencia: https://news.ycombinator.com/item?id=50441518

      "pixel art" world: https://news.ycombinator.com/item?id=49674973

      There's almost a hundred of them and I'm not exagerating:

      > https://isometriccities.com/ Since Isometric NYC, makers around the world have been rebuilding their hometowns as giant SimCity-style maps. We collect every one of them. 98 maps

    • shrinks99 4 hours ago ago

      Yeah. I'm surprised this technique hasn't yet caught on among people doing generative visuals with "pixel art" aesthetics: https://github.com/Hugo-Dz/spritefusion-pixel-snapper

      • vunderba 4 hours ago ago

        I mention this a lot: the two basic post-processing steps you have to do, at a minimum, to give genai images even a semblance of pixel art are palette reduction and square grid alignment.

        Unfortunately, the definition of "pixel art" like "vibe coding" has been diluted to the point of almost being meaningless.

        If you have a project like this with tens of thousands of tiles, you have to run them all through square grid alignment. That process tries to pick an optimal square grid and then reduce the image to a discrete set of pixels, with each square resolved to a single color.

        It's similar to what you do when you shrink an image using nearest-neighbor scaling. As a result, you mitigate a lot of the irritating high-frequency noise and fringing that occur in these higher-resolution pixel art images from generative AIs.

        Applying it to a project with tens of thousands of images still requires a lot of manual intervention. This is what makes separates good pixel art from bad pixel art: even at a low resolution of 16x16 or 32x32, it's still recognizable.

        Try taking any of the 512x512 tiles from this particular isometric city project (or any of the other dozen variants) and feed'em into Spritefusion and you'll quickly see what I mean.

        https://imgpb.com/ePXki

        • elxr 27 minutes ago ago

          > Unfortunately, the definition of "pixel art" has been diluted to the point of almost being meaningless.

          Nah, people who enjoy pixel art games, and pixel-artists have complete clarity on what pixel art means. There is zero dilution to that term among people who actually have pixel art drawing talent.

        • Conscat 2 hours ago ago

          Mixels and incoherent palettes had confused the term pixel art long before genAI imo.

      • larodi 4 hours ago ago

        Why does anyone need to publish anything like this snapper, the person doing pixelart, if he understands pixelart, should know to do it himself! this is the third map published here in apparent diffusionart which is absolutely not a pixelart. besides for buildings - pixelart artists would choose repeating stuff that diffusion models would never be able to reproduce, at least for the FP errors that pile while it happens.

  • fwipsy an hour ago ago

    This is neat but maybe we could call it "pixel-art-styled?" Pixel art is all about attention to detail; this is more like applying a shader (though I see some AI artifacts in there too.)

  • dllu 2 hours ago ago

    Here's a 7388 x 5097 photo I took from a friend's Cessna of the Mission from a similar angle in 2018 which provides a nice point of reference for comparing the fine details:

    https://i.dllu.net/2018-04-14-23-31-28_DSC04018_6201e8e3a215...

    You can see some buildings, like 350 Treat Ave, which is a white warehouse in the middle of the photo, are blended from two colors in this isometric viewer. It's yellow on the left and grey on the right, when in fact it is uniformly white throughout. This is probably due to image generation running separately on two tiles and then blending them together.

    Still, from a distance, this looks great.

  • armcat an hour ago ago

    I've done something similar with generating pixel-style images of Stockholm. Unfortunately imagegen models are quite bad at localised details. It looks good on the surface, but when you look closer or zoom in you see structurally things that don't make sense, like windows disappearing, or walls just not making any sense at all.

  • AntonyGarand an hour ago ago

    I thought I already saw that project few months ago, but turns out it's a similar submission under the same concept: "Isopolis – Isometric pixel map of SF "!

    Looks great, I love the style you chose, it was enjoyable to move around and explore

    [0]: https://news.ycombinator.com/item?id=49149966

  • ubasu an hour ago ago

    This misses large parts of the Bay Area, which is nine counties: Alameda, Contra Costa, Marin, Napa, San Mateo, Santa Clara, Solano, Sonoma, and San Francisco. Here, pretty much everything east of 680 and north of the Richmond Bridge is missing. No Mt. Diablo, no Livermore, only bits of Dublin, Pleasanton, San Ramon etc.

  • bastiilling 5 minutes ago ago

    Looks great!

  • 30minAdayHN 3 hours ago ago

    This is so beautiful! Something soothing and ultra clean about it. Maybe all the maps should have this rendered version as default.

  • scosman 4 hours ago ago
  • nphardon 2 hours ago ago

    this is really cool, but I wish it was oriented north south (maybe thats not as pleasing re the isometry?), just because that's how I think about the city and navigating it, so this makes me like, instinctually rotate my head.

    • juscha1 2 hours ago ago

      Thanks! I choose this orientation to highlight the coast of the SF Bay area more.

      • nphardon 2 hours ago ago

        That's cool! The coast really frames it nicely.

  • leugim 4 hours ago ago

    How much it cost you paint per km2 after training the model? I did (and publish here) https://www.tinyvalencia.com and got to 0.4$ per km2 after training the model (for 15$ or so).

    • juscha1 4 hours ago ago

      It cost around $0.09 per km2 after training the model

  • Conscat 2 hours ago ago

    Wow, it captured the pool in my apartment complex. I love this! I was a bit disoriented by north being left.

  • cmdoptesc 4 hours ago ago

    Hi Justin, great writeup!

    I really appreciate your human-written documentation because it's nice to read your thought process instead of LLM marketing soundbites.

    re: orientation. I know it's creator's choice, but for me, it's either north or west towards the ocean. East makes me want to hold shift to rotate. :)

    Thanks for making and sharing this!

    • juscha1 4 hours ago ago

      Thank you! I tried to get Fable to take a stab at writing the technicals in the original reflection post, but I really didn't like it and sought to rewrite it myself. Took a week longer, but I'm way happier with the result.

      Technicals written by Fable at the end of this post: https://www.justinchavez.com/blog/isometric-sf/

  • thot_experiment an hour ago ago

    It's always heartening to see stuff like this because it really throws into stark illumination just how much AI just can't make up for a lack of taste.

  • dnlzro 4 hours ago ago

    I've been seeing a lot of these kinds of projects make the rounds on Twitter lately. Yours is just as good as the best of them, so great job making it more efficient without loss of quality!

    But... I'm always disappointed when I zoom in and see that it's not actually pixel art, and it's full of the kinds of artifacts that are typical of any AI-generated imagery :(

  • packeted 3 hours ago ago

    Found my house in East Bay and it looks accurate, cool.

  • gojomo 3 hours ago ago

    Is there any way to rotate the perspective, as in Google Maps with 2-finger gestures (touchscreens) or shift-drags (mice/etc)?

    (I couldn't find it, if it already exists.)

    • juscha1 3 hours ago ago

      Not at the moment. It's captured at a fixed angle.

  • va3ndf 3 hours ago ago

    This is my favorite one yet! I used to live in SoMa and this captured my apartment and the nearby Caltrain wonderfully!

  • modeless 4 hours ago ago

    This style seems achievable while retaining 3D rendering if the tiles are preprocessed in 3D instead of 2D and some clever shaders are used.

    • JeremyHerrman 3 hours ago ago

      unfortunate that google explicitly forbids 3D model generation from their map data

      • modeless 3 hours ago ago

        I'm pretty sure that re-rendering the tiles to 2D and rehosting them on your own website is also forbidden. So no difference there.

  • xixixao 2 hours ago ago

    Awesome. Next step: Make the trains and cars move!

  • EarlKing an hour ago ago

    Grossly inaccurate due to lack of pixelized piles of human feces.

  • blobbers 3 hours ago ago

    Just wanted to say... this is beautiful!

  • NeuraCryption 5 hours ago ago

    This is amazing and is 1:1 global map. Did you use google maps API to build this or UE5?

    • juscha1 4 hours ago ago

      I used the Google 3D Photorealistic Tiles API then rendered the tiles in three.js to capture them at the angle I wanted

    • leugim 4 hours ago ago

      Google 3D tiles.

  • ex-aws-dude an hour ago ago

    Can't seem to find Computer History Museum

    Anyone able to?

  • yboris 5 hours ago ago

    Impressive! And the aesthetics look great!

  • elxr 39 minutes ago ago

    Not pixel art. Downvoted

  • jeffbee 4 hours ago ago

    Not bad. I feel like instead of using an image-mode model, it would be better to use a code model that generates the scene. Reason I think this is that the image generators aren't respecting the rules of "pixel art". Straight lines and flat planes are straight and flat in pixel art. These images are wavy and irregular.