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There is also Hierarchical Triangular Mesh [1] which also forms a proper quad tree but I am not sure how the cell variability compares to S2.

[1] https://www.microsoft.com/en-us/research/wp-content/uploads/...



I tried to use this a few years ago but found the tooling inadequate for my use case. It wasn’t supported well enough across the various libraries involved in ingestion, storage and web client rendering. I’d love to hear from anyone using Hierarchical Triangular Mesh in the wild to learn more about how they made it work.




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