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Real-Time Graphics Rendering Engine

✍ Scribed by Hujun Bao, Wei Hua


Publisher
Springer
Year
2011
Tongue
English
Leaves
310
Series
Advanced Topics in Science and Technology in China
Edition
1st Edition.
Category
Library

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✦ Synopsis


Real-Time Graphics Rendering Engine reveals the software architecture of the modern real-time 3D graphics rendering engine and the relevant technologies based on the authors’ experience developing this high-performance, real-time system. The relevant knowledge about real-time graphics rendering such as the rendering pipeline, the visual appearance and shading and lighting models are also introduced. This book is intended to offer well-founded guidance for researchers and developers who are interested in building their own rendering engines. Hujun Bao is a professor at the State Key Lab of Computer Aided Design and Computer Graphics, Zhejiang University, China. Dr. Wei Hua is an associate professor at the same institute.

✦ Table of Contents


Cover......Page 1
Advanced Topics in Science and Technology in China......Page 3
Real-Time Graphics
Rendering Engine......Page 4
ISBN 9783642183416......Page 5
Contents......Page 8
1 Introduction......Page 12
1.1 Scene Graph Management......Page 13
1.2 Scene Graph Traverse......Page 15
1.4 Rending Modle......Page 16
2.1 Rendering Pipeline......Page 18
2.1.1 Conceptual Rendering Phases......Page 20
2.1.2 Programmable Rendering Pipeline......Page 21
2.1.3 Geometry Transforms......Page 22
2.2.1 Rendering Equation......Page 23
2.2.2 Lighting......Page 25
2.2.3 BRDF......Page 26
2.2.4 Light Transport......Page 28
References......Page 30
3.1 Overview......Page 32
3.2.1 Single-Field Data Type......Page 33
3.2.2 Multiple-Field Data Type......Page 36
3.3 Basics of Scene Model......Page 37
3.4 Entity......Page 39
3.5.1 IAttributedObject and IFeature......Page 40
3.5.3 IChildFeature......Page 42
3.5.4 Subclasses of IGroupingFeature......Page 43
3.5.5 Subclasses of IShapeFeature......Page 44
3.5.6 IAnimatedFeature......Page 49
3.5.8 Subclasses of IBindableFeature......Page 51
3.5.9 IGeometryFeature......Page 53
3.5.10 IAppearanceFeature and Related Features......Page 66
3.6 Scene Graph......Page 84
3.7 Spatial Index......Page 86
3.7.1 Relation Schema A......Page 88
3.8 Scene Model Schema......Page 90
3.9.3 Scene Storage......Page 93
3.9.4 Reference and Garbage Collection......Page 94
3.9.5 Data Visit and Cache......Page 95
3.9.6 Out-of-Core Entity......Page 96
3.9.7 ISceneModel......Page 97
3.9.8 ISceneStorage......Page 100
3.9.9 Implementation of ISceneModel and ISceneStorage......Page 102
3.10 Scene Manipulator......Page 104
3.10.1 Manipulator Functions......Page 105
3.10.2 Usage of Scene Model Manipulator......Page 108
3.11.1 Traverse via Iterator......Page 109
3.11.2 Traverse via Visitor......Page 118
3.12.1 CRenderingEngine......Page 126
3.12.2 The Composition of the CRenderingEngine......Page 130
3.13 Render Queue and Its Manager......Page 133
3.14 Camera Manager......Page 134
3.15 GPU Resources and Its Manipulator......Page 135
3.15.1 Texture Resource......Page 136
3.15.2 Buffer Resource......Page 137
3.15.4 GPU Resource Manipulator......Page 139
3.16 Render Target and Its Manager......Page 142
3.17 Render Control Unit......Page 145
3.18.1 IPreRender......Page 148
3.18.2 CPreRenderManager......Page 151
3.19.1 IRenderPipeLine......Page 153
3.19.2 Modular Render Pipeline......Page 158
3.19.3 Render Module......Page 168
3.19.4 CRenderPipelineManager......Page 171
3.20.1 CVFCullingPreRender......Page 172
3.20.2 CMirrorPreRender......Page 174
3.20.3 COoCEntityLoader......Page 176
3.20.4 CFeatureTypeClassifier......Page 180
3.20.5 CRenderQueueElementProcessor......Page 182
3.20.6 CLightCullingPreRender......Page 184
3.21 Examples of Modular Render Pipeline and Render Module......Page 185
3.21.1 CShapeRenderPipeline......Page 186
3.21.2 CShapeRenderModule......Page 187
3.22.1 Configure
......Page 197
3.22.2 Initialize......Page 200
3.22.4 OpenSceneModel......Page 201
3.23 Conclusion......Page 202
References......Page 203
4.1 The Overview of Parallel Rendering......Page 204
4.1.1 Client-Server......Page 206
4.2 The Architecture of a Cluster-Based Rendering System......Page 207
4.3 Rendering System Interface......Page 208
4.3.1 vxIRenderingSystem......Page 210
4.3.2 vxIModel......Page 212
4.3.3 vxIUI......Page 229
4.3.4 The Basic Example......Page 242
4.4.2 Structure......Page 244
4.4.4 CServiceRequestManager......Page 247
4.4.6 CServiceRequestSender......Page 249
4.4.7 CSystemStateManager, CScreenState and CRenderServerState......Page 251
4.4.8 CServiceRequestSRThreadPool......Page 253
4.4.9 IServiceRequest and Subclasses......Page 254
4.5.1 Implementation Principles......Page 256
4.5.2 Example 1: Startup System......Page 257
4.5.3 Example 2: Open Scene Model......Page 258
4.5.4 Example 3: Do Rendering and Swap Buffer......Page 259
4.6 Render Server and Server Interface......Page 261
4.7 Application: the Immersive Presentation System for UrbanPlanning......Page 262
4.7.1 System Deployment......Page 264
4.7.2 Functionality......Page 265
References......Page 267
5
Optimal Representation and Rendering for Large-
Scale Terrain......Page 268
5.1.1 LOD Model of Terrain......Page 269
5.1.2 Out-of-Core Techniques......Page 273
5.2 Procedural Terrain Rendering......Page 274
5.2.1 An Overview of Asymptotic Fractional Brownian Motion Tree......Page 276
5.2.2 afBm-Tree Construction......Page 279
5.2.3 Procedural Terrain Rendering......Page 281
5.2.4 Application......Page 286
References......Page 288
6
Variational OBB-Tree Approximation for Solid
Objects......Page 292
6.1 Related Work......Page 293
6.2 The Approximation Problem of an OBB Tree......Page 294
6.3.1 Computation of Outside Volume for Single Bounding Box......Page 296
6.3.2 Solver for OBB Tree......Page 298
6.4 Experiments and Results......Page 301
6.5 Conclusion......Page 302
References......Page 303
Index......Page 306


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