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

By Patrick Cozzi

Supported with code examples and the authors’ real-world event, this booklet bargains the 1st advisor to engine layout and rendering algorithms for digital globe functions like Google Earth and NASA international Wind. The content material is usually precious for normal pics and video games, in particular planet and massive-world engines. With pragmatic recommendation all through, it truly is crucial analyzing for practitioners, researchers, and hobbyists in those parts, and will be used as a textual content for a different issues path 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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Example text

In practice, a12 , b12 , c12 is precomputed and stored with the ellipsoid. 4. 5 shows a very similar GLSL function. The value passed to oneOverEllipsoidRadiiSquared is provided to the shader by a uniform, so it is precomputed on the CPU once and used for many computations on the GPU. 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 .

We handle this by converting geographic coordinates to Cartesian coordinates for rendering. The Cartesian system used in this book is called the World Geodetic System 1984 (WGS84) coordinate system [118]. This coordinate system is fixed to Earth; as Earth rotates, the system also rotates, and objects defined in WGS84 remain fixed relative to Earth. 3, the origin is at Earth’s center of mass; the x-axis points towards geographic (0◦ , 0◦ ), the y-axis points towards (90◦ , 0◦ ), and the z-axis points towards the north pole.

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 . 0 ; double dSdA = 1 . 0 ; do { a l p h a −= ( s / d S d A ) ; da = 1 . 0 + ( alpha ✯ _ o n e O v e r R a d i i S q u a r e d . X ) ; db = 1 . 0 + ( alpha ✯ _ o n e O v e r R a d i i S q u a r e d . Y ) ; dc = 1 . 0 + ( alpha ✯ _ o n e O v e r R a d i i S q u a r e d . Z ) ; double da2 = da ✯ da ; double db2 = db ✯ db ; double dc2 = dc ✯ dc ; double da3 = da ✯ da2 ; double db3 = db ✯ db2 ; double dc3 = dc ✯ dc2 ; s = x2 / ( _ r a d i i S q u a r e d .

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