By Patrick Cozzi
Supported with code examples and the authors’ real-world event, this ebook bargains the 1st advisor to engine layout and rendering algorithms for digital globe purposes like Google Earth and NASA global Wind. The content material is usually necessary for basic photographs and video games, specifically planet and massive-world engines. With pragmatic suggestion all through, it really is crucial examining for practitioners, researchers, and hobbyists in those components, and will be used as a textual content for a distinct issues 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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Extra info for 3D Engine Design for Virtual Globes
1 Geographic to WGS84 Fortunately, converting from geographic to WGS84 coordinates is a straightforward and closed form. The conversion is the same regardless of whether the point is above, below, or on the surface, but a small optimization can be made for surface points by omitting the final step. Given a geographic point (λ, φ, h) and an ellipsoid (a, b, c) centered at the origin, determine the point’s WGS84 coordinate, r = (x, y, z). 7. 3. 7. The geographic point (λ, φ, h) is converted to WGS84 coordinates by using the surface normal, n ˆ s , to compute the surface point, rs , which is offset by the height vector, h, to produce the final point, r.
Z ) ; return beta ✯ position ; } // ... 8. Scaling a point to the surface along the geocentric surface normal. 28 2. Math Foundations Therefore, rs is determined with xs = βx, ys = βy, zs = βz. 8. Scaling to the geodetic surface. Using the geocentric normal to determine a surface point doesn’t have the accuracy required for WGS84 to geographic conversion. Instead, we seek the surface point whose geodetic normal points towards the arbitrary point, or in the opposite direction for points below the surface.
W r i t e L i n e ( p . L o n g i t u d e ) ; // 3 . 1 4 1 5 9 . . Console . WriteLine ( p . Latitude ) ; // 0 . 0 Console . WriteLine ( p . Height ) ; // 5 . 0 Geodetic2D g = T r i g . T o R a d i a n s ( new Geodetic2D ( 1 8 0 . 0 , Geodetic3D p 2 = new Geodetic3D ( g , 5 . 0 ) ; C o n s o l e . 1. Geodetic2D and Geodetic3D examples. 16 2. 2 WGS84 Coordinate System Geographic coordinates are useful because they are intuitive—intuitive to humans at least. OpenGL doesn’t know what to make of them; OpenGL uses Cartesian coordinates for 3D rendering.
3D Engine Design for Virtual Globes by Patrick Cozzi