By Patrick Cozzi
Supported with code examples and the authors’ real-world event, this booklet bargains the 1st consultant to engine layout and rendering algorithms for digital globe functions like Google Earth and NASA international Wind. The content material can also be worthwhile for basic photographs and video games, in particular planet and massive-world engines. With pragmatic suggestion all through, it really is crucial analyzing for practitioners, researchers, and hobbyists in those components, and will be used as a textual content for a unique issues 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 resources for 3D Engine Design for Virtual Globes
6. 9). 10). 2 WGS84 to Geographic Converting from WGS84 to geographic coordinates in the general case is more involved than conversion in the opposite direction, so we break it into multiple steps, each of which is also a useful function on its own. First, we present the simple, closed form conversion for points on the ellipsoid surface. Then, we consider scaling an arbitrary WGS84 point to the surface using both a geocentric and geodetic surface normal. Finally, we combine the conversion for surface points with scaling along the geodetic surface normal to create a conversion for arbitrary WGS84 points.
The stack of OpenGlobe assemblies. these assemblies are layered such that Renderer depends on Core, and Scene depends on Renderer and Core. NET system libraries, similar to how an application written in C depends on the C standard library. Each OpenGlobe assembly has types that build on its dependent assemblies: • Core. The Core assembly exposes fundamental types such as vectors, matrices, geographic positions, and the Ellipsoid class discussed in Chapter 2. This assembly also contains geometric algorithms, including the tessellation algorithms presented in Chapters 4 and 8, and engine infrastructure, such as the message queue discussed in Appendix A.
Performance. At first glance, it may seem that a renderer layer can hurt performance. It does add a lot of virtual methods calls. However, considering the amount of work the driver is likely to do, virtual call overhead is almost never a concern. If it were, virtual calls aren’t even required to implement a renderer unless the engine supports changing rendering APIs at runtime, an unlikely requirement. Therefore, a renderer can be implemented with plain or inline methods if desired. A renderer can actually help performance by allowing optimizations to be made in a single location.