虚拟地球的 3D 引擎设计

3D engine design for virtual globes

Patrick Cozzi · 初版 2011 年

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“本书前半部分详尽阐述了现代3D图形引擎的设计:一种基于着色器、具有抽象渲染API的架构,由分层剔除与状态排序提供驱动支持。后半部分则通过引入高精度渲染、精确球体渲染、矢量数据渲染、核外(Out-of-core)渲染以及地形渲染,将通用的3D引擎升级为虚拟地球仪引擎。本书涉及的算法与技术不拘泥于任何特定的编程语言或渲染API,但会提供C#、OpenGL和GLSL的具体实现范例”——由出版商提供。

Hacker News 上怎么说

  • ……几个月前,对其引擎设计的精妙感到惊喜。作为对基于地球仪的图形渲染感兴趣的人,我在 Cesium 开发者写的那本《3D Engine Design for Virtual Globes》里找到了很多有趣的见解:https://www.amazon.com/3D-Engine-Design-Virtual-Globes/dp/15...

    …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...

  • ……制图师,我对此有两点补充:1. 任何涉及模拟或其他需要椭球体地球及更高要求的场景,去读 Patrick Cozzi(CesiumJS 的作者)至今仍非常有参考价值的《3D Engine Design for Virtual Globes》http://www.virtualglobebook.com/ 2. 地图与地球仪展示的屏幕空间并没有固定比例,这完全取决于地图版本所选用的投影方式,上面提到的比例显然……

    …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…

  • ……对 GIS 坐标参考系统的理解,以便能够对数据进行 3D 地球仪渲染。我买了下面两本书来深入理解地图投影的实现:Patrick Cozzi 和 Kevin Ring 写的《3D Engine Design for Virtual Globes》,以及 John P. Snyder 写的《Flattening the Earth》

    …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

  • 《3D Engine Design for Virtual Globes》这本书里讲了一大堆这类不同精度级别的 shader 技巧(比如在整个太阳系尺度下达到 1cm 精度等)。

    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.)

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