I'm unsure if this is proprietary or not. If not, we could utilize a similar technique for generating and decoding elevation in our application on the frontend.
It would also be potentially less data to utilize normals generated in a texture rather than generating them on the client. This would also provide a more even lighting environment that would allow us to decrease the amount of vertex information being consumed in the application.
Mapzen has a format they use for decoding their elevation formats from terrarium tiles: https://mapzen.com/documentation/terrain-tiles/formats/
I'm unsure if this is proprietary or not. If not, we could utilize a similar technique for generating and decoding elevation in our application on the frontend.
It would also be potentially less data to utilize normals generated in a texture rather than generating them on the client. This would also provide a more even lighting environment that would allow us to decrease the amount of vertex information being consumed in the application.