3D engine design for virtual globes /
"The first half of the book details the design of a modern 3D graphics engine: a shader-based architecture with an abstract rendering API fed by hierarchical culling and state sorting. The second half of the book upgrades the generic 3D engine to a virtual globe engine by adding high precision...
Main Authors: | , |
---|---|
Format: | |
Language: | eng |
Published: |
Boca Raton, FL : CRC Press,
c201
|
Subjects: |
_version_ | 1826450951599292416 |
---|---|
author | Cozzi, Patrick Ring, Kevin |
author_facet | Cozzi, Patrick Ring, Kevin |
author_sort | Cozzi, Patrick |
collection | OCEAN |
description | "The first half of the book details the design of a modern 3D graphics engine: a shader-based architecture with an abstract rendering API fed by hierarchical culling and state sorting. The second half of the book upgrades the generic 3D engine to a virtual globe engine by adding high precision rendering, accurate globe rendering, vector data rendering, out-of-core rendering, and terrain rendering. The algorithms and techniques in the book are not tied to any particular programming language or rendering API but they will provide concrete examples in C#, OpenGL, and GLSL"--Provided by publisher. |
first_indexed | 2024-03-05T12:02:10Z |
format | |
id | KOHA-OAI-TEST:470767 |
institution | Universiti Teknologi Malaysia - OCEAN |
language | eng |
last_indexed | 2024-03-05T12:02:10Z |
publishDate | c201 |
publisher | Boca Raton, FL : CRC Press, |
record_format | dspace |
spelling | KOHA-OAI-TEST:4707672020-12-19T17:17:18Z3D engine design for virtual globes / Cozzi, Patrick Ring, Kevin Boca Raton, FL : CRC Press,c2011eng"The first half of the book details the design of a modern 3D graphics engine: a shader-based architecture with an abstract rendering API fed by hierarchical culling and state sorting. The second half of the book upgrades the generic 3D engine to a virtual globe engine by adding high precision rendering, accurate globe rendering, vector data rendering, out-of-core rendering, and terrain rendering. The algorithms and techniques in the book are not tied to any particular programming language or rendering API but they will provide concrete examples in C#, OpenGL, and GLSL"--Provided by publisher.Includes bibliographical references (p. 477-490) and index"The first half of the book details the design of a modern 3D graphics engine: a shader-based architecture with an abstract rendering API fed by hierarchical culling and state sorting. The second half of the book upgrades the generic 3D engine to a virtual globe engine by adding high precision rendering, accurate globe rendering, vector data rendering, out-of-core rendering, and terrain rendering. The algorithms and techniques in the book are not tied to any particular programming language or rendering API but they will provide concrete examples in C#, OpenGL, and GLSL"--Provided by publisher.PSZJBLNEW1Search enginesWeb search enginesThree-dimensional imagingDigital mapping Texture mappingURN:ISBN:9781568817118 (hbk.) |
spellingShingle | Search engines Web search engines Three-dimensional imaging Digital mapping Texture mapping Cozzi, Patrick Ring, Kevin 3D engine design for virtual globes / |
title | 3D engine design for virtual globes / |
title_full | 3D engine design for virtual globes / |
title_fullStr | 3D engine design for virtual globes / |
title_full_unstemmed | 3D engine design for virtual globes / |
title_short | 3D engine design for virtual globes / |
title_sort | 3d engine design for virtual globes |
topic | Search engines Web search engines Three-dimensional imaging Digital mapping Texture mapping |
work_keys_str_mv | AT cozzipatrick 3denginedesignforvirtualglobes AT ringkevin 3denginedesignforvirtualglobes |