Download PDF by Patrick Cozzi: 3D Engine Design for Virtual Globes

By Patrick Cozzi

ISBN-10: 1439865582

ISBN-13: 9781439865583

ISBN-10: 1568817118

ISBN-13: 9781568817118

Supported with code examples and the authors’ real-world adventure, this publication deals the 1st consultant to engine layout and rendering algorithms for digital globe purposes like Google Earth and NASA international Wind. The content material can be worthy for common photos and video games, specially planet and massive-world engines. With pragmatic suggestion all through, it's crucial studying for practitioners, researchers, and hobbyists in those parts, and will be used as a textual content for a different issues direction in special effects.

Topics coated include:

  • Rendering globes, planet-sized terrain, and vector data
  • Multithread source management
  • Out-of-core algorithms
  • Shader-based renderer design

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Additional info for 3D Engine Design for Virtual Globes

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Renderer Design the number of draw calls and triangles drawn per frame when GL commands are isolated in a renderer. It can also be worthwhile to have an option to log underlying GL calls for later debugging. Likewise, a renderer can easily save the contents of the framebuffer and textures, or show the GL state at any point in time. 7 These tools track GL calls to provide debugging and performance information, similar to what can be done in a renderer. • Performance. At first glance, it may seem that a renderer layer can hurt performance.

C o s ( g e o d e t i c . L o n g i t u d e ) , c o s L a t i t u d e ✯ Math . S i n ( g e o d e t i c . L o n g i t u d e ) , Math . S i n ( g e o d e t i c . L a t i t u d e ) ) ; } p u b l i c Vector3D T o V e c t o r 3 D ( Geodetic3D g e o d e t i c ) { Vector3D n = G e o d e t i c S u r f a c e N o r m a l ( g e o d e t i c ) ; Vector3D k = _ r a d i i S q u a r e d . M u l t i p l y C o m p o n e n t s ( n ) ; d o u b l e g a m m a = Math . Y + k . Z ✯ n . Z) ; } Vector3D r S u r f a c e = k / g a m m a ; return rSurface + ( geodetic .

11, a for loop is used to compute each subsampled point using an angle, φ = iγ, where i is the index of the point. 38 2. Math Foundations public class Ellipsoid { p u b l i c I L i s t C o m p u t e C u r v e ( Vector3D p , Vector3D q , double granularity ) { Vector3D n o r m a l = p . C r o s s ( q ) . N o r m a l i z e ( ) ; double theta = p . AngleBetween ( q ) ; i n t s = Math . M a x ( ( i n t ) ( t h e t a / g r a n u l a r i t y ) − 1 , 0 ) ; L i s t p o s i t i o n s = new L i s t (2 + s ) ; positions .

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3D Engine Design for Virtual Globes by Patrick Cozzi

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