Dense-data rendering
The quadtree the DOM can't draw.
A hierarchical level-of-detail engine streaming real satellite tiles onto a globe: a Web-Mercator quadtree with screen-space-error LOD, bounded memory, and camera-relative precision that holds from orbit down to the street. The same engine renders a fully procedural 3D planet from generated geometry — raster tiles or fBm terrain, one quadtree. Fly between worlds in a to-scale solar system; Earth, Mars and the Moon are each a real, browsable map, sun-lit with the correct phase. The kind of dense, streamed, view-dependent rendering the standard web stack chokes on — and it shipped in production for a startup.