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πŸ“

Real-Time Graphics Rendering Engine (Advanced Topics in Science and Technology in China)

✍ Scribed by Hujun Bao, Wei Hua


Publisher
Springer
Year
2011
Tongue
English
Leaves
310
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


Contents......Page 7
1 Introduction......Page 13
1.1 Scene Graph Management......Page 14
1.2 Scene Graph Traverse......Page 16
1.4 Rending Modle......Page 17
2.1 Rendering Pipeline......Page 19
2.1.1 Conceptual Rendering Phases......Page 21
2.1.2 Programmable Rendering Pipeline......Page 22
2.1.3 Geometry Transforms......Page 23
2.2.1 Rendering Equation......Page 24
2.2.2 Lighting......Page 26
2.2.3 BRDF......Page 27
2.2.4 Light Transport......Page 29
References......Page 31
3.1 Overview......Page 33
3.2.1 Single-Field Data Type......Page 34
3.2.2 Multiple-Field Data Type......Page 37
3.3 Basics of Scene Model......Page 38
3.4 Entity......Page 40
3.5.1 IAttributedObject and IFeature......Page 41
3.5.3 IChildFeature......Page 43
3.5.4 Subclasses of IGroupingFeature......Page 44
3.5.5 Subclasses of IShapeFeature......Page 45
3.5.6 IAnimatedFeature......Page 50
3.5.8 Subclasses of IBindableFeature......Page 52
3.5.9 IGeometryFeature......Page 54
3.5.10 IAppearanceFeature and Related Features......Page 67
3.6 Scene Graph......Page 85
3.7 Spatial Index......Page 87
3.7.1 Relation Schema A......Page 89
3.8 Scene Model Schema......Page 91
3.9.3 Scene Storage......Page 94
3.9.4 Reference and Garbage Collection......Page 95
3.9.5 Data Visit and Cache......Page 96
3.9.6 Out-of-Core Entity......Page 97
3.9.7 ISceneModel......Page 98
3.9.8 ISceneStorage......Page 101
3.9.9 Implementation of ISceneModel and ISceneStorage......Page 103
3.10 Scene Manipulator......Page 105
3.10.1 Manipulator Functions......Page 106
3.10.2 Usage of Scene Model Manipulator......Page 109
3.11.1 Traverse via Iterator......Page 110
3.11.2 Traverse via Visitor......Page 119
3.12.1 CRenderingEngine......Page 127
3.12.2 The Composition of the CRenderingEngine......Page 131
3.13 Render Queue and Its Manager......Page 134
3.14 Camera Manager......Page 135
3.15 GPU Resources and Its Manipulator......Page 136
3.15.1 Texture Resource......Page 137
3.15.2 Buffer Resource......Page 138
3.15.4 GPU Resource Manipulator......Page 140
3.16 Render Target and Its Manager......Page 143
3.17 Render Control Unit......Page 146
3.18.1 IPreRender......Page 149
3.18.2 CPreRenderManager......Page 152
3.19.1 IRenderPipeLine......Page 154
3.19.2 Modular Render Pipeline......Page 159
3.19.3 Render Module......Page 169
3.19.4 CRenderPipelineManager......Page 172
3.20.1 CVFCullingPreRender......Page 173
3.20.2 CMirrorPreRender......Page 175
3.20.3 COoCEntityLoader......Page 177
3.20.4 CFeatureTypeClassifier......Page 181
3.20.5 CRenderQueueElementProcessor......Page 183
3.20.6 CLightCullingPreRender......Page 185
3.21 Examples of Modular Render Pipeline and Render Module......Page 186
3.21.1 CShapeRenderPipeline......Page 187
3.21.2 CShapeRenderModule......Page 188
3.22.1 Configure
......Page 198
3.22.2 Initialize......Page 201
3.22.4 OpenSceneModel......Page 202
3.23 Conclusion......Page 203
References......Page 204
4.1 The Overview of Parallel Rendering......Page 205
4.1.1 Client-Server......Page 207
4.2 The Architecture of a Cluster-Based Rendering System......Page 208
4.3 Rendering System Interface......Page 209
4.3.1 vxIRenderingSystem......Page 211
4.3.2 vxIModel......Page 213
4.3.3 vxIUI......Page 230
4.3.4 The Basic Example......Page 243
4.4.2 Structure......Page 245
4.4.4 CServiceRequestManager......Page 248
4.4.6 CServiceRequestSender......Page 250
4.4.7 CSystemStateManager, CScreenState and CRenderServerState......Page 252
4.4.8 CServiceRequestSRThreadPool......Page 254
4.4.9 IServiceRequest and Subclasses......Page 255
4.5.1 Implementation Principles......Page 257
4.5.2 Example 1: Startup System......Page 258
4.5.3 Example 2: Open Scene Model......Page 259
4.5.4 Example 3: Do Rendering and Swap Buffer......Page 260
4.6 Render Server and Server Interface......Page 262
4.7 Application: the Immersive Presentation System for UrbanPlanning......Page 263
4.7.1 System Deployment......Page 265
4.7.2 Functionality......Page 266
References......Page 268
5 Optimal Representation and Rendering for Large-Scale Terrain......Page 269
5.1.1 LOD Model of Terrain......Page 270
5.1.2 Out-of-Core Techniques......Page 274
5.2 Procedural Terrain Rendering......Page 275
5.2.1 An Overview of Asymptotic Fractional Brownian Motion Tree......Page 277
5.2.2 afBm-Tree Construction......Page 280
5.2.3 Procedural Terrain Rendering......Page 282
5.2.4 Application......Page 287
References......Page 289
6 Variational OBB-Tree Approximation for SolidObjects......Page 293
6.1 Related Work......Page 294
6.2 The Approximation Problem of an OBB Tree......Page 295
6.3.1 Computation of Outside Volume for Single Bounding Box......Page 297
6.3.2 Solver for OBB Tree......Page 299
6.4 Experiments and Results......Page 302
6.5 Conclusion......Page 303
References......Page 304
Index......Page 0


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