Patrick Cozzi's 3D Engine Design for Virtual Globes PDF

By Patrick Cozzi

ISBN-10: 1439865582

ISBN-13: 9781439865583

ISBN-10: 1568817118

ISBN-13: 9781568817118

Supported with code examples and the authors’ real-world event, this publication deals the 1st advisor to engine layout and rendering algorithms for digital globe purposes like Google Earth and NASA international Wind. The content material can also be worthy for normal photos and video games, specially planet and massive-world engines. With pragmatic recommendation all through, it's crucial interpreting for practitioners, researchers, and hobbyists in those parts, and will be used as a textual content for a different 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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Additional info for 3D Engine Design for Virtual Globes

Example text

A) An ellipsoid with the oblateness of Earth. 75. 5. The images do not show the full resolution 256 × 128 point grid. 1. Minimum, maximum, and average number of ScaleToGeodetic Surface iterations for ellipsoids of different oblateness. Arbitrary WGS84 points to geographic. Using our function to scale a point to the geodetic surface and the function to convert a surface point from WGS84 to geographic coordinates, it is straightforward to convert an arbitrary point from WGS84 to geographic coordinates.

In general, we look for ways to precompute values to improve performance, especially when there is little memory overhead like here. p u b l i c E l l i p s o i d ( Vector3D r a d i i ) { // . . 0 / ( radii . X ✯ radii . 0 / ( radii . Y ✯ radii . 0 / ( radii . Z ✯ radii . 2. Ellipsoid Basics 21 p u b l i c Vector3D G e o d e t i c S u r f a c e N o r m a l ( Vector3D p ) { Vector3D n o r m a l = p . M u l t i p l y C o m p o n e n t s ( _ o n e O v e r R a d i i S q u a r e d ) ; return normal .

4 shows oblate spheroids with varying semiminor axes. The smaller the semiminor axis compared to the semimajor axis, the more oblate the spheroid. 1 WGS84 Ellipsoid For many applications, particularly games, it is acceptable to represent Earth or a planet using a sphere. 1 km at its equator and a semiminor axis of 1,736 km at its poles, are almost spherical [180]. Other celestial bodies are not even close to spherical, such as Phobos, one of Mars’s moons, with radii of 27 × 22 × 18 km [117]. Although not as oddly shaped as Phobos, Earth is not a perfect sphere.

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3D Engine Design for Virtual Globes by Patrick Cozzi


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