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Patrick Cozzi, Kevin Ring
"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.
| Publisher | CRC Press LLC |
|---|---|
| Search language | english |
| ISBN_13 | 978-1-466-54702-5 primary |
Publication-specific alternatives linked to the same work.
3D Engine Design for Virtual Globes
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