By Patrick Cozzi
Supported with code examples and the authors’ real-world event, this publication 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 be worthy for basic photographs and video games, specially planet and massive-world engines. With pragmatic recommendation all through, it's crucial studying for practitioners, researchers, and hobbyists in those components, and will be used as a textual content for a unique subject matters path 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
We are doing much more than wrapping functions; we are raising the level of abstraction. Our renderer contains quite a bit of code. To keep the discussion focused, we only include the most important and relevant code snippets in these pages. Renderer project for the full implementation. In this chapter, we are focused on the organization of the public interfaces and the design trade-offs that went into them; we are not concerned with minute implementation details. 3 core profile specifically. Likewise, when we refer to D3D, we mean Direct3D 41 42 3.
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.
7. Converting surface points from WGS84 to geographic coordinates. 4) that we can determine the unnormalized surface normal, ns , given the surface point: ns = xs ˆ ys ˆ zs ˆ i+ 2j+ 2k a2 b c The normalized surface normal, n ˆ s , is simply computed by normalizing ns : ns n ˆs = . ns Given n ˆ s , longitude and latitude are computed using inverse trigonometric functions: λ = arctan n ˆy , n ˆx φ = arcsin n ˆz . 7. Scaling WGS84 points to the geocentric surface. 8(a). 3. 8. Scaling two points, r0 and r1 , to the surface.