Title: 3D Engine Design for Virtual Globes Author: Kevin Ring, Patrick Cozzi Length: 520 pages Edition: 1 Language: English Publisher: A K Peters/CRC Press Publication Date: 2011-06-24 ISBN-10: 1568817118 ISBN-13: 9781568817118 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 Table of Contents Chapter 1. Introduction Chapter 2. Math Foundations Chapter 3. Renderer Design Chapter 4. Globe Rendering Chapter 5. Vertex Transform Precision Chapter 6. Depth Buffer Precision Chapter 7. Vector Data and Polylines Chapter 8. Polygons Chapter 9. Billboards Chapter 10. Exploiting Parallelism in Resource Preparation Chapter 11. Terrain Basics Chapter 12. Massive-Terrain Rendering Chapter 13. Geometry Clipmapping Chapter 14. Chunked LOD Appendix A. Implementing a Message Queue























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