3D engine design for virtual globesPatrick Cozzi
3D engine design for virtual globes
by Patrick Cozzi · first published 2011
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"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.
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…months back and was pleased at how well the engine was designed. As someone interested in globe-based graphics rendering, I found a lot of interesting insights in the book the Cesium developers wrote, "3D Engine Design for Virtual Globes": https://www.amazon.com/3D-Engine-Design-Virtual-Globes/dp/15...
on “Cesium – An open-source JavaScript library for 3D globes and maps” ↗…Cartographer I have two supplemental remarks on this: 1. For anything involving simulations or else, that require an ellipsoidal earth or beyond, go for Patrick Cozzi's (of CesiumJS) still very relevant book 3D Engine Design for Virtual Globes http://www.virtualglobebook.com/ 2. There is no fixed ratio of screen space for map vs globe display, it all depends on the choice of projection used for the map version, the ratio mentioned is apparently…
on “To design and develop an interactive globe” ↗…understanding of GIS coordinate reference systems in order to be able to create 3d globle renderings of the data. I purchased the following two books to better understand map projection implementation: 3D Engine Design for Virtual Globes by Patrick Cozzi and Kevin Ring Flattening the Earth by John P. Snyder
on “Show HN: Skies-adsb 2.0 – my 3D plane-tracking web app” ↗The book "3D Engine Design for Virtual Globes" contains a bunch of these shader tricks with different levels of precision (e.g. 1cm across the whole solar system etc.)
on “Emulating double precision on the GPU to render large worlds” ↗