File Size: 156492 KB
Print Length: 520 pages
Publisher: A K Peters/CRC Press; 1 edition (June 24, 2011)
Publication Date: June 24, 2011
Sold by: Digital Services LLC
Language: English
ASIN: B00888KM9K
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Best Sellers Rank: #828,085 Paid in Kindle Store (See Top 100 Paid in Kindle Store) #50 in Kindle Store > Kindle eBooks > Engineering & Transportation > Engineering > Computer Technology > Remote Sensing #85 in Kindle Store > Kindle eBooks > Reference > Atlases & Maps > Atlases #276 in Books > Computers & Technology > Graphics & Design > 3D Graphics
If you don't want to read my short novel below, just buy the book!As a lifelong amateur astronomer and software engineer, with 3D graphics simulation being my hobby, I always wanted to write a 3D simulation allowing a user to fly around the solar system and buzz the canyons of our rocky planets or navigate through the rings of Saturn.But even with many years of OpenGL programming, I had no idea how to achieve what I have conceived in my head (check out the Outtera website to get an idea, absolutely stunning!). 3D Engine Design for Virtual Globes is just what I needed. The book presents a complete API for rendering globes, massive amounts of terrain, vector data (GIS) and the techniques required for a seamless and smooth transition from orbit down to your front yard.The API is called OpenGlobe and it is built on top of OpenTK which facilitates writing OpenGL programs with C#/.Net (yeah!).To end on a good note, I’ll mention the con’s first:I can’t praise this book enough for finally making this topic clear to me. With that said, be forewarned: The OpenGlobe API is not a plug-n-play solar system/planetary simulator. Literally all of the example programs demonstrate their purpose in isolation to the example. For example, the globe rendering examples render a single globe in its own space. If you want to render several planets, you will need to rip out the globe rendering example code and roll your own multi-planet solar system.This also means there is no scene management. But the authors do gloss over multi-frustum rendering for large volume scenes that cover distances from one meter to 100,000,000 meters or more.
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