基本説明
Illustrates how to acuurately render real-world data sets through core rendering algorithms for globes, terrain, imagery, and vector data.
Full Description
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
Contents
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.