By Patrick Cozzi
Supported with code examples and the authors’ real-world event, this ebook deals the 1st advisor to engine layout and rendering algorithms for digital globe purposes like Google Earth and NASA global Wind. The content material can be invaluable for common pix and video games, in particular planet and massive-world engines. With pragmatic recommendation all through, it truly is crucial studying for practitioners, researchers, and hobbyists in those components, 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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Additional resources for 3D Engine Design for Virtual Globes
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3. Partial Ellipsoid implementation. The WGS84 ellipsoid is widely used; we use it in STK and Insight3D, as do many virtual globes. Even some games use it, such as Microsoft’s Flight Simulator . The most flexible approach for handling globe shapes in code is to use a generic ellipsoid class constructed with user-defined radii. This allows code that supports the WGS84 ellipsoid and also supports other ellipsoids, such as those for the Moon, Mars, etc. 3). 2 Ellipsoid Surface Normals Computing the outward-pointing surface normal for a point on the surface of an ellipsoid has many uses, including shading calculations and precisely defining height in geographic coordinates.