VERISTREET
INITIALISING
RAW OPENSTREETMAP → LIVING 3D CITY

We compile
the world,
then press play.

VeriStreet turns raw OpenStreetMap into deterministic, simulation-ready 3D worlds: every road, building, junction and signal, with 10,000 vehicles moving over them, thousands of times faster than real time, on one laptop core. Click any car. Scrub time. Fork the world and test what-if.

86OSM TAG RULES COMPILED
0 SILENTLY IGNORED
10,000VEHICLES, REAL BRISTOL
SINGLE LAPTOP CORE
<100 msSEEK TO ANY SECOND
BYTE-IDENTICAL STATE
FORKABLE WORLDS
EVERY WHAT-IF REPLAYABLE

The whole map, standing up.

01 / THE WORLD
Totterdown, Bristol: a real neighbourhood rebuilt in 3D from raw OpenStreetMap, with buildings, lanes and live traffic
TOTTERDOWN, BRISTOL · COMPILED FROM RAW OSM, ZERO HAND-MODELLING BUILDINGS · LANES · SIGNALS · LIVE TRAFFIC
CITY SCALE Top-down schematic of 10,000 vehicles moving across the compiled Bristol network

10,000 vehicles, one laptop core

THE WHOLE CITY MOVING · THOUSANDS OF TIMES FASTER THAN REAL TIME

STREET LEVEL Street-level view of compiled OSM buildings with heights, terraces and road surface

Buildings rise straight from the data

HEIGHTS, TERRACES, ROAD SURFACE · NO ARTIST IN THE LOOP

OVERHEAD Overhead view of the rebuilt neighbourhood: roads, buildings and junction geometry

A neighbourhood, recompiled

GEOMETRY REBUILT UNTIL THE DATA AGREES WITH REALITY

01 / COMPILE

Raw OSM in. 3D city out.

VeriStreet’s compiler reads the same open map data the whole planet edits, and stands it up: lanes, junctions, signals, buildings with real footprints and heights. Every one of the 86 tag rules is specialized; nothing silently dropped.

02 / SIMULATE

Traffic that obeys the map

Agents move through the actual network: legal turns, amber phases, box junctions, pedestrian stages. Human gap-acceptance behaviour fitted from real intersection recordings, not guesses.

03 / ANYWHERE

Same pipeline, any city on Earth

Bristol is the proving ground, not the product. If it’s in OpenStreetMap, VeriStreet compiles it, and the procedural world pipeline keeps getting richer every sprint.

One workbench. Time is a scrub bar.

02 / THE DECK
ACT I · REPLAY Replay Deck live view: city traffic streaming with a scrubable deterministic timeline

Scrub the city like a video

Play, pause, reverse at 64×, click any second. The state you land on is byte-identical to having watched it live.

ACT II · INSPECT Inspector view: a selected vehicle with typed wait reason, route, speed and junction delay

Click any of 10,000 cars

Why is it waiting? Which signal holds it? What’s its route, speed, delay? Every agent answers, on demand.

ACT III · FORK Counterfactual compare view: base world versus a forked timeline with a divergence marker

Fork the world. Test what-if.

Delay a car, close a road, retime a signal: the fork rebuilds in seconds and A/B-compares against the base timeline.

The AI building pipeline. Data in, architecture out.

03 / THE PIPELINE
STAGE 01

Footprints & heights

Every OSM building way becomes a true 3D volume: footprint, levels, roof shape, terrace logic. Nothing approximated by hand.

STAGE 02

Street semantics

Lanes, signals, priority and turn rules resolve into a lane-level graph the simulator can reason about, not just draw.

STAGE 03

Neural reconstruction

An AI pipeline rebuilds facades and streetscape detail from open imagery, closing the gap between map data and the world you recognise.

STAGE 04

Any renderer

The same compiled world feeds our native 3D renderer today and external engines tomorrow. The pipeline is engine-agnostic by design.

WHY IT MATTERS: SCENERY THAT REBUILDS ITSELF WHEN THE MAP CHANGES · NO ARTIST BOTTLENECK · CITIES THAT GO FROM RAW DATA TO RENDERABLE IN MINUTES, NOT MONTHS OF HAND-MODELLING

One engine. Six industries.

04 / USE CASES
U-01

AV Validation

Run millions of deterministic drives against edge cases no real-world fleet can safely find. Same scenario in, identical world out, every time.

→ MATHEMATICALLY REPRODUCIBLE SAFETY EVIDENCE
U-02

Smart-City Digital Twins

A 1:1 replica of a city’s road grid: true topology, real constraints, ready to ingest live sensor feeds and test interventions before they cost money.

→ TRUE 1:1 TOPOLOGY, NOT A STYLISED MAP
U-03

Urban Planning & Civil Engineering

Close a lane, retime a signal, add a crossing: see the city-wide ripple before a single cone hits the road. Massive networks on consumer hardware.

→ EVENT-DRIVEN SPEED, NO PHYSICS-ENGINE OVERHEAD
U-04

Logistics & Fleet Routing

Route fleets through traffic that obeys real junction logic, lane connectivity and legal turn restrictions, so generated routes are actually drivable.

→ TURN-BY-TURN RULES BUILT INTO THE GRAPH
U-05

Emergency & Disaster Modeling

Bridge out? Flooding? Recompile the graph in seconds and simulate the fallout: evacuation routes, dispatch priorities, cascade failures.

→ RAPID RECOMPILE, IMMEDIATE SIMULATION
U-06

Synthetic Training Data

Millions of hours of rule-compliant traffic behaviour: gap acceptance, signal obedience, queue discharge, as clean training data for vision and driving models.

→ REALISTIC BEHAVIOUR, NOT RANDOM CHAOS

What’s built. Snapshot, July 2026.

05 / WHAT’S BUILT
2026-Q1

Deterministic city engine

10,000 vehicles on the real Bristol network, thousands of times faster than real time, on a single laptop core. Any second seekable, byte-identical replay.

2026-Q2

OSM world compiler, zero silent loss

Raw OSM to lane-level 3D city. All 86 tag rules specialized; buildings rise from footprints and heights. Bristol compiles with nothing silently ignored.

2026-Q3

The Deck: replay, inspect, fork

Click any car for its typed wait reason. Fork the world: delay a vehicle, close a road, retime a signal, and A/B the divergence in seconds.

2026-Q3

Behaviour fitted from real driving

Gap-acceptance kernel fitted from intersection recordings; reproduces held-out human decisions. UK street semantics: amber phases, box junctions, pedestrian stages.

IN FLIGHT

Procedural world pipelineACTIVE

Real-world imagery fused onto compiled geometry, terrain, richer building detail. The world gets more real every sprint, on any renderer.

EARLY ACCESS · DESIGN PARTNERS

Bring us a city you want to understand.

We’re opening a small design-partner programme: give us a network, a junction, or a what-if that keeps you up at night, and we’ll compile it and hand you the replay.

VERISTREET · INTERNAL RESEARCH PRERELEASE. DESIGN-PARTNER DEMONSTRATIONS BY ARRANGEMENT.
WORLD VISUALS ARE COMPILED STRUCTURED MODELS; THE AI SCENERY PIPELINE IS THE ACTIVE ROADMAP.