3D engine design for virtual globes

著者

    • Cozzi, Patrick
    • Ring, Kevin

書誌事項

3D engine design for virtual globes

Patrick Cozzi, Kevin Ring

(An A K Peters book)

CRC Press, c2011

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注記

Includes bibliographical references (p. 477-490) and index

内容説明・目次

内容説明

Supported with code examples and the authors' real-world experience, this book offers the first guide to engine design and rendering algorithms for virtual globe applications like Google Earth and NASA World Wind. The content is also useful for general graphics and games, especially planet and massive-world engines. With pragmatic advice throughout, it is essential reading for practitioners, researchers, and hobbyists in these areas, and can be used as a text for a special topics course in computer graphics. Topics covered include: Rendering globes, planet-sized terrain, and vector data Multithread resource management Out-of-core algorithms Shader-based renderer design

目次

Introduction. FUNDAMENTALS: Math Foundations. Renderer Design. Globe Rendering. PRECISION: Vertex Transform Precision. Depth Buffer Precision. VECTOR DATA: Vector Data and Polylines. Polygons. Billboards. Exploiting Parallelism in Resource Preparation. TERRAIN: Terrain Basics. Massive Terrain Rendering. Geometry Clipmapping. Chunked LOD. Appendix. Bibliography. Index.

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