VLM output
A camera moves forward along a waterfront quay past a long warehouse-style terminal building on the left and passenger boats moored along the water's edge on the right, with a harbor skyline and cranes across the water. The clip alternates between RGB camera views and a green LiDAR point-cloud rendering of the same dock scene.
- Scene TypePort Quay
- Vessels Visible2-3
- Vessels MooredYes
- Water Body VisibleYes
- Quay Edge BarriersYes
- Pedestrians PresentNo
- Lighting ConditionDaytime Overcast
Customer challenges
Building port scenes the traditional way is slow and labour intensive, and hard to adjust once the site changes
After quay rebuilds, new navigation marks and channel dredging, scenes for simulation and showcase are slow and expensive to update
Training, VTS and showcase each build their own base map, so the same port is paid for repeatedly
New port areas and new quays have no usable 3D scene before opening, leaving familiarisation and external briefing without a basis
Existing 3D port data is mostly engineering drawings or design models and cannot be used directly for simulation and showcase
Scene builds are usually one-off deliveries that go stale the moment construction moves, so the investment does not carry forward
Customer benefits
Scenes used for training and showcase match the actual port
Scenes update locally after a port rebuild, so the investment does not go stale with construction
One scene serves several uses, replacing separate base maps for training, VTS and showcase
New port areas and new quays have a usable scene before opening
Scene assets are delivered in full, so the client can rework them or contract maintenance out
Shares a coordinate reference with the port operations products, so vessel positions and events overlay directly
Key features
Per-Port Scene Build
Scans and models each port individually, covering the harbour, channels, turning basins, quays and shoreline structures, with quays, bollards, navigation marks, bridges and landmarks modelled at their actual positions, built in batches to suit budget and expanding port by port.
Environment & Conditions
Sea surface lighting and weather are adjustable across daylight, night, sea fog, rain and backlight, in combinations of time of day and visibility.
Scene Maintenance
Rescans and updates the scene as port construction proceeds, with version management and previous scenes retained, and replaces rebuilt sections locally without rebuilding the whole port.
Multi-Use Delivery
One scene serves simulator harbour visuals, VTS base maps, berthing alert base maps, and port showcase and investment promotion, delivered in the format the receiving system can import and accompanied by a scene asset inventory and usage documentation for independent reuse.
Before & after
| Before | After — with Linker AI Nexa |
|---|---|
| Before A simulator's built-in generic port scene that differs from the actual port | After — with Linker AI Nexa A scene of the actual port rebuilt from survey data, matching reality in detail |
| Before Scene updates after a port rebuild are slow and costly | After — with Linker AI Nexa Rebuilt sections replaced locally as the scene follows construction |
| Before Training, VTS and showcase each build their own base map | After — with Linker AI Nexa One scene library drawn on for several uses |
| Before Scene and experience accumulate only after a new quay opens | After — with Linker AI Nexa A usable scene ready before a new quay opens |
| Before 3D port data is engineering drawings and cannot be used directly for simulation and showcase | After — with Linker AI Nexa Scenes usable directly for simulation, familiarisation and external showcase |