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3D Engine Design for Virtual Globes
3D Engine Design for Virtual Globes
Knygos.lt klubas Knygos.lt nariams
252,55 €
-30%
Įprastai
360,79 €
  • Išsiųsime per 12–18 d.d.
Supported with code examples and the authors' real-world experience, this book offers the first guide to engine design and rendering algorithms for virtual globe applications like Google Earth and NASA World Wind. The content is also useful for general graphics and games, especially planet and massive-world engines. With pragmatic advice throughout, it is essential reading for practitioners, researchers, and hobbyists in these areas, and can be used as a text for a special topics course in comp…
  • Leidėjas:
  • ISBN-10: 1568817118
  • ISBN-13: 9781568817118
  • Formatas: 19.3 x 23.6 x 3.1 cm, kieti viršeliai
  • Kalba: Anglų

3D Engine Design for Virtual Globes (el. knyga) (skaityta knyga) | knygos.lt

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Supported with code examples and the authors' real-world experience, this book offers the first guide to engine design and rendering algorithms for virtual globe applications like Google Earth and NASA World Wind. The content is also useful for general graphics and games, especially planet and massive-world engines. With pragmatic advice throughout, it is essential reading for practitioners, researchers, and hobbyists in these areas, and can be used as a text for a special topics course in computer graphics.

Topics covered include:

  • Rendering globes, planet-sized terrain, and vector data
  • Multithread resource management
  • Out-of-core algorithms
  • Shader-based renderer design
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  • Autorius: Patrick Cozzi
  • Leidėjas:
  • ISBN-10: 1568817118
  • ISBN-13: 9781568817118
  • Formatas: 19.3 x 23.6 x 3.1 cm, kieti viršeliai
  • Kalba: Anglų

Supported with code examples and the authors' real-world experience, this book offers the first guide to engine design and rendering algorithms for virtual globe applications like Google Earth and NASA World Wind. The content is also useful for general graphics and games, especially planet and massive-world engines. With pragmatic advice throughout, it is essential reading for practitioners, researchers, and hobbyists in these areas, and can be used as a text for a special topics course in computer graphics.

Topics covered include:

  • Rendering globes, planet-sized terrain, and vector data
  • Multithread resource management
  • Out-of-core algorithms
  • Shader-based renderer design

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