By Patrick Cozzi
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 global Wind. The content material is additionally necessary for normal photos and video games, specifically planet and massive-world engines. With pragmatic recommendation all through, it really is crucial interpreting for practitioners, researchers, and hobbyists in those components, and will be used as a textual content for a unique subject matters direction in special effects.
Topics lined include:
- Rendering globes, planet-sized terrain, and vector data
- Multithread source management
- Out-of-core algorithms
- Shader-based renderer design
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Extra info for 3D Engine Design for Virtual Globes
Y ✯ p . Y ) ✯ _oneOverRadiiSquared . Y + ( p . Z ✯ p . Z ) ✯ _oneOverRadiiSquared . Z ) ; d o u b l e n = new Vector3D ( beta ✯ p . X ✯ _oneOverRadiiSquared . X , beta ✯ p . Y ✯ _oneOverRadiiSquared . Y , beta ✯ p . Z ✯ _oneOverRadiiSquared . Z ) . Magnitude ; double alpha = ( 1 . 0 − beta ) ✯ ( p . Magnitude / n ) ; double x2 = p . X ✯ p . X ; double y2 = p . Y ✯ p . Y ; double z2 = p . Z ✯ p . Z ; double da = 0 . 0 ; double db = 0 . 0 ; double dc = 0 . 0 ; 32 2. Math Foundations double s = 0 .
We want you to view our design as something that has worked well for us in virtual globes, but as only one of a myriad approaches to renderer design. 1 The Need for a Renderer Given that APIs such as OpenGL and Direct3D are already an abstraction, it is natural to ask, why build a renderer layer in our engine at all? Aren’t these APIs sufficiently high level enough to use directly throughout our engine? Many small projects do scatter API calls throughout their code, but as projects get larger, it is important that they properly abstract the underlying API for many reasons: • Ease of development.
In code examples, angles are in radians because C# and GLSL functions expect radians. com/ Part I Fundamentals 2 Math Foundations At the heart of an accurately rendered virtual globe is an ellipsoidal representation of Earth. This chapter introduces the motivation and mathematics for such a representation, with a focus on building a reusable Ellipsoid class containing functions for computing surface normals, converting between coordinate systems, computing curves on an ellipsoid surface, and more.
3D Engine Design for Virtual Globes by Patrick Cozzi