3D Engine Design for Virtual Globes

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.

3D Engine Design for Virtual Globes

Author: Patrick Cozzi

Publisher: CRC Press

ISBN: 1568817118

Page: 520

View: 622

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

GPU Pro 360 Guide to 3D Engine Design

Patrick Cozzi is coauthor of 3D Engine Design for Virtual Globes (2011), coeditor of OpenGL Insights (2012), and editor of WebGL Insights (2015).

GPU Pro 360 Guide to 3D Engine Design

Author: Wolfgang Engel

Publisher: CRC Press

ISBN: 1351172476

Page: 370

View: 320

Wolfgang Engel’s GPU Pro 360 Guide to 3D Engine Design gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers the design of a 3D engine. This volume is complete with articles by leading programmers that focus on various aspects of 3D engine design such as quality and optimization as well as high-level architecture. GPU Pro 360 Guide to 3D Engine Design is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges

WebGL Insights

Skilled WebGL developers provide organizations with the ability to develop and implement efficient and robust solutions-creating a growing demand for skilled WebGL developers.WebGL Insights shares experience-backed lessons learned by the ...

WebGL Insights

Author: Patrick Cozzi

Publisher: CRC Press

ISBN: 1498716083

Page: 416

View: 454

Given its ubiquity, plugin-free deployment, and ease of development, the adoption of WebGL is on the rise. Skilled WebGL developers provide organizations with the ability to develop and implement efficient and robust solutions-creating a growing demand for skilled WebGL developers.WebGL Insights shares experience-backed lessons learned by the WebGL

Progress in Cartography

Rio de Janeiro Cozzi P, Ring K (2011) 3D engine design for virtual globes. CRC Press, Boca Raton Häberling C, Bär HR, Hurni L (2008) Proposed cartographic ...

Progress in Cartography

Author: Georg Gartner

Publisher: Springer

ISBN: 3319196022

Page: 480

View: 801

This book gathers the latest developments in modern cartography, ranging from the innovative approaches being pursued at national mapping agencies and topographic mapping, to new trends in the fields of Atlas Cartography, Cartographic Modelling, Multimedia Cartography, Historical Cartography and Cartographic Education. Europe can look back on a long and outstanding history in the field of Cartography and Geoinformation Science. Its rich and leading role in the domain of cartography is proven by contributions from various countries and with a diverse range of backgrounds.

Manual of Digital Earth

... P (2001) Continuous indexing of hierarchical subdivisions of the globe. ... 30 July 2019 Cozzi P, Ring K (2011) 3D engine design for virtual globes.

Manual of Digital Earth

Author: Huadong Guo

Publisher: Springer Nature

ISBN: 9813299150

Page: 852

View: 356

This open access book offers a summary of the development of Digital Earth over the past twenty years. By reviewing the initial vision of Digital Earth, the evolution of that vision, the relevant key technologies, and the role of Digital Earth in helping people respond to global challenges, this publication reveals how and why Digital Earth is becoming vital for acquiring, processing, analysing and mining the rapidly growing volume of global data sets about the Earth. The main aspects of Digital Earth covered here include: Digital Earth platforms, remote sensing and navigation satellites, processing and visualizing geospatial information, geospatial information infrastructures, big data and cloud computing, transformation and zooming, artificial intelligence, Internet of Things, and social media. Moreover, the book covers in detail the multi-layered/multi-faceted roles of Digital Earth in response to sustainable development goals, climate changes, and mitigating disasters, the applications of Digital Earth (such as digital city and digital heritage), the citizen science in support of Digital Earth, the economic value of Digital Earth, and so on. This book also reviews the regional and national development of Digital Earth around the world, and discusses the role and effect of education and ethics. Lastly, it concludes with a summary of the challenges and forecasts the future trends of Digital Earth. By sharing case studies and a broad range of general and scientific insights into the science and technology of Digital Earth, this book offers an essential introduction for an ever-growing international audience.

OpenGL Insights

Patrick is coeditor of OpenGL Insights and coauthor of 3D Engine Design for Virtual Globes. Before joining AGI in 2004, he worked for IBM and Intel.

OpenGL Insights

Author: Patrick Cozzi

Publisher: CRC Press

ISBN: 1439893764

Page: 712

View: 241

Get Real-World Insight from Experienced Professionals in the OpenGL Community With OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages. Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers. Go Beyond the Basics The book thoroughly covers a range of topics, including OpenGL 4.2 and recent extensions. It explains how to optimize for mobile devices, explores the design of WebGL libraries, and discusses OpenGL in the classroom. The contributors also examine asynchronous buffer and texture transfers, performance state tracking, and programmable vertex pulling. Sharpen Your Skills Focusing on current and emerging techniques for the OpenGL family of APIs, this book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more.

GPU Pro 360 Guide to Geometry Manipulation

Patrick Cozzi is coauthor of 3D Engine Design for Virtual Globes (2011), coeditor of OpenGL Insights (2012), and editor of WebGL Insights (2015).

GPU Pro 360 Guide to Geometry Manipulation

Author: Wolfgang Engel

Publisher: CRC Press

ISBN: 1351339516

Page: 325

View: 659

Wolfgang Engel’s GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.

Progress and New Trends in 3D Geoinformation Sciences

IEEE Trans Visual Comput Graph 7(1):62–69 Cozzi P, Ring K (2011) 3D engine design for virtual globes. CRC Press Chandola V, Vatsavai RR, Bhaduri BL, ...

Progress and New Trends in 3D Geoinformation Sciences

Author: Jacynthe Pouliot

Publisher: Springer Science & Business Media

ISBN: 3642297935

Page: 314

View: 279

The integration of the 3rd dimension in the production of spatial representation is largely recognized as a valuable approach to comprehend our reality, that is 3D. During the last decade developments in 3D Geoinformation (GI) system have made substantial progress. We are about to have a more complete spatial model and understanding of our planet in different scales. Hence, various communities and cities offer 3D landscape and 3D city models as valuable source and instrument for sustainable management of rural and urban resources. Also municipal utilities, real estate companies benefit from recent developments related to 3D applications. In order to present recent developments and to discuss future trends, academics and practitioners met at the 7th International Workshop on 3D Geoinformation. This book comprises a selection of evaluated, high quality papers that were presented at this workshop in May 2012. The topics focus explicitly on the last achievements (methods, algorithms, models, systems) with respect to 3D GeoInformation requirements. The book is aimed at decision makers and experts as well at students interested in the 3D component of geographical information science including GI engineers, computer scientists, photogrammetrists, land surveyors, urban planners, and mapping specialists.

GPU Pro 7

Patrick Cozzi is coauthor of 3D Engine Design for Virtual Globes (2011), coeditor of OpenGL Insights (2012), and editor of WebGL Insights (2015).

GPU Pro 7

Author: Wolfgang Engel

Publisher: CRC Press

ISBN: 1498742548

Page: 320

View: 391

The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro 7: Advanc

GPU Pro 4

3D Engine Design for Virtual Globes. Boca Raton: CRC Press, 2011. (Information at http://www. virtualglobebook.com.) [Erikson et al.

GPU Pro 4

Author: Wolfgang Engel

Publisher: CRC Press

ISBN: 1466567449

Page: 382

View: 794

GPU Pro4: Advanced Rendering Techniques presents ready-to-use ideas and procedures that can help solve many of your day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers up-to-date methods for producing real-time graphics. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Sebastien St-Laurent have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book begins with discussions on the ability of GPUs to process and generate geometry in exciting ways. It next introduces new shading and global illumination techniques for the latest real-time rendering engines and explains how image space algorithms are becoming a key way to achieve a more realistic and higher quality final image. Moving on to the difficult task of rendering shadows, the book describes the state of the art in real-time shadow maps. It then covers game engine design, including quality, optimization, and high-level architecture. The final section explores approaches that go beyond the normal pixel and triangle scope of GPUs as well as techniques that take advantage of the parallelism of modern graphic processors in a variety of applications. Useful to beginners and seasoned game and graphics programmers alike, this color book offers practical tips and techniques for creating real-time graphics. Example programs and source code are available for download on the book’s CRC Press web page. The directory structure of the online material closely follows the book structure by using the chapter numbers as the name of the subdirectory.

Real Time Rendering Fourth Edition

943 Cozzi, Patrick, and Kevin Ring, 3D Engine Design for Virtual Globes, ... 668, 715, 872, 879 Cozzi, P., and D. Bagnell, “A WebGL Globe Rendering Pipeline ...

Real Time Rendering  Fourth Edition

Author: Tomas Akenine-Mo ̈ller

Publisher: CRC Press

ISBN: 1351816152

Page: 1198

View: 561

Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and o

Advances in Visual Computing

Cozzi, P., Ring, K.: 3D Engine Design for Virtual Globes, 1st edn. CRC Press (2011) 9. Wickman, F.E., Elvers, E., Edvarson, K.: A system of domains for ...

Advances in Visual Computing

Author: George Bebis

Publisher: Springer

ISBN: 3642419399

Page: 760

View: 844

The two volume sets LNCS 8033 and 8034 constitutes the refereed proceedings of the 9th International Symposium on Visual Computing, ISVC 2013, held in Rethymnon, Crete, Greece, in July 2013. The 63 revised full papers and 35 poster papers presented together with 32 special track papers were carefully reviewed and selected from more than 220 submissions. The papers are organized in topical sections: Part I (LNCS 8033) comprises computational bioimaging; computer graphics; motion, tracking and recognition; segmentation; visualization; 3D mapping, modeling and surface reconstruction; feature extraction, matching and recognition; sparse methods for computer vision, graphics and medical imaging; face processing and recognition. Part II (LNCS 8034) comprises topics such as visualization; visual computing with multimodal data streams; visual computing in digital cultural heritage; intelligent environments: algorithms and applications; applications; virtual reality.

Innovations in 3D Geo Information Sciences

Dietze L, Nonn U, Zipf A (2007) Metadata for 3D city models analysis of the ... perceived spatial data quality of 3D objects within virtual globes.

Innovations in 3D Geo Information Sciences

Author: Umit Isikdag

Publisher: Springer

ISBN: 3319005154

Page: 320

View: 602

3D GeoInfo aims to bring together international state-of-the-art research and facilitate the dialogue on emerging topics in the field of 3D geo-information. The conference offers an interdisciplinary forum in the fields of 3D data collection and modeling; reconstruction and methods for 3D representation; data management for maintenance of 3D geo-information or 3D data analysis and visualization. The book covers the best papers from 3D GeoInfo held in Istanbul in November 2013.

Immersive 3D Design Visualization

Discover the methods and techniques required for creating immersive design visualization for industry. This book proposes ways for industry-oriented design visualization from scratch.

Immersive 3D Design Visualization

Author: Abhishek Kumar

Publisher: Apress

ISBN: 9781484265963

Page: 334

View: 691

Discover the methods and techniques required for creating immersive design visualization for industry. This book proposes ways for industry-oriented design visualization from scratch. This includes fundamentals of creative and immersive technology; tools and techniques for architectural visualization; design visualization with Autodesk Maya; PBR integration; and texturing, material design, and integration into UE4 for immersive design visualization. You’ll to dive into design and visualization, from planning to execution. You will start with the basics, such as an introduction to design visualization as well as to the software you will be using. You will next learn to create assets such as virtual worlds and texturing, and integrate them with Unreal Engine 4. Finally, there is a capstone project for you to make your own immersive visualization scene. By the end of the book you’ll be able to create assets for use in industries such as game development, entertainment, architecture, design engineering, and digital education. What You Will Learn Gain the fundamentals of immersive design visualization Master design visualization with Autodesk Maya Study interactive visualization with UE4 Create your immersive design portfolio Who This Book Is For Beginning-intermediate learners from the fields of animation, visual art, and computer graphics as well as design visualization, game technology, and virtual reality integration.

Teaching Geographic Information Science and Technology in Higher Education

There is much activity, and competition, in the area of web based 3D graphics standards, ... Weexpect the base data within virtual globes such as Google ...

Teaching Geographic Information Science and Technology in Higher Education

Author: David Unwin

Publisher: John Wiley & Sons

ISBN: 1119962439

Page: 496

View: 284

Geographic Information Science and Technology (GISc&T) has been at the forefront of education innovation in geography and allied sciences for two decades. Teaching Geographic Information Science and Technology in Higher Education is an invaluable reference for educators and researchers working in GISc&T, providing coverage of the latest innovations in the field and discussion of what the future holds for GI Science education in the years to come. This book clearly documents teaching innovations and takes stock of lessons learned from experience in the discipline. The content will be of interest both to educators and researchers working in GISc&T, and to educators in other related fields. More importantly, this book also anticipates some of the opportunities and challenges in GI Science and Technology education that may arise in the next decade. As such it will be of interest to chairs, deans, administrators, faculty in other subfields, and educators in general. Innovative book taking a look at recent innovations and teaching developments in the course provision of GI Science and Technology in higher education. Edited by leaders in the field of GISc&T who have been at the forefront of education innovation in GI Science and allied science subjects. Provides coverage of GISc & Technology in a range of institutional settings from an international perspective at all levels of higher education. An invaluable text for all educators within the field of GISc&T and allied subjects with advice from experts in the field on best practice. Includes coverage and practical advice on curriculum design, teaching with GIS technology, distance and eLearning with global examples from leading academics in the field.

Israel s Exodus in Transdisciplinary Perspective

design under different scenarios. ... Rarely have virtual globes been used to compare past and present geographies (Yano et al. 2012).

Israel s Exodus in Transdisciplinary Perspective

Author: Thomas E. Levy

Publisher: Springer

ISBN: 331904768X

Page: 584

View: 822

The Bible's grand narrative about Israel's Exodus from Egypt is central to Biblical religion, Jewish, Christian, and Muslim identity and the formation of the academic disciplines studying the ancient Near East. It has also been a pervasive theme in artistic and popular imagination. Israel's Exodus in Transdisciplinary Perspective is a pioneering work surveying this tradition in unprecedented breadth, combining archaeological discovery, quantitative methodology and close literary reading. Archaeologists, Egyptologists, Biblical Scholars, Computer Scientists, Geoscientists and other experts contribute their diverse approaches in a novel, transdisciplinary consideration of ancient topography, Egyptian and Near Eastern parallels to the Exodus story, the historicity of the Exodus, the interface of the Exodus question with archaeological fieldwork on emergent Israel, the formation of biblical literature, and the cultural memory of the Exodus in ancient Israel and beyond. This edited volume contains research presented at the groundbreaking symposium "Out of Egypt: Israel’s Exodus Between Text and Memory, History and Imagination" held in 2013 at the Qualcomm Institute of the University of California, San Diego. The combination of 44 contributions by an international group of scholars from diverse disciplines makes this the first such transdisciplinary study of ancient text and history. In the original conference and with this new volume, revolutionary media, such as a 3D immersive virtual reality environment, impart innovative, Exodus-based research to a wider audience. Out of archaeology, ancient texts, science and technology emerge an up-to-date picture of the Exodus for the 21st Century and a new standard for collaborative research.

Teachers Discovering Computers Integrating Technology in a Changing World

Google Earth is an online, virtual globe, 3D program that allows students to ... You decide to design a project that requires your students to work in ...

Teachers Discovering Computers  Integrating Technology in a Changing World

Author: Glenda A. Gunter

Publisher: Cengage Learning

ISBN: 1305445244

Page: 490

View: 818

TEACHERS DISCOVERING COMPUTERS: INTEGRATING TECHNOLOGY IN A CHANGING WORLD, EIGHTH EDITION introduces future educators to technology and digital media in order to help them successfully teach the current generation of digital students. Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version.

Knowledge and Information Visualization

The 3D version of the retrieved information was represented as a virtual globe, as shown in Fig. 1. Each concept cluster was displayed as a box on the ...

Knowledge and Information Visualization

Author: Sigmar-Olaf Tergan

Publisher: Springer Science & Business Media

ISBN: 3540269215

Page: 385

View: 743

formation. The basic ideas underlying knowledge visualization and information vi- alization are outlined. In a short preview of the contributions of this volume, the idea behind each approach and its contribution to the goals of the book are outlined. 2 The Basic Concepts of the Book Three basic concepts are the focus of this book: "data", "information", and "kno- edge". There have been numerous attempts to define the terms "data", "information", and "knowledge", among them, the OTEC Homepage "Data, Information, Kno- edge, and Wisdom" (Bellinger, Castro, & Mills, see http://www.syste- thinking.org/dikw/dikw.htm): Data are raw. They are symbols or isolated and non-interpreted facts. Data rep- sent a fact or statement of event without any relation to other data. Data simply exists and has no significance beyond its existence (in and of itself). It can exist in any form, usable or not. It does not have meaning of itself.

Transactions on Computational Science XII

Therefore the use of this technology to design virtual fairs makes these ... 3D virtual world inhabited by millions of residents from around the globe.

Transactions on Computational Science XII

Author:

Publisher: Springer

ISBN: 3642223362

Page: 279

View: 126

The 12th issue of the Transactions on Computational Science journal, edited by Alexei Sourin and Olga Sourina, is devoted to the topic of cyberworlds. The 13 papers in the volume constitute revised and extended versions of a selection of contributions presented at CW 2010, the 20th International Conference on Cyberworlds, held in Singapore in October 2010. The selected papers span the areas of tangible interfaces, emotion recognition, haptic modeling, decision making under uncertainty, reliability measures, use of biometrics for avatar recognition, cybernavigation, multiuser virtual environments, spatial data sampling, web visualization, and interactive character animation system design.

Progress in Location Based Services 2016

During the loading process the app allows the interaction so the user can navigate through the virtual globe. However, a message indicating the progress of ...

Progress in Location Based Services 2016

Author: Georg Gartner

Publisher: Springer

ISBN: 3319472895

Page: 421

View: 132

This book offers a selection of the best papers presented at the 13th International Symposium on Location Based Services (LBS 2016), which was held in Vienna (Austria) from November 14 to 16, 2016. It provides an overview of recent research in the field, including the latest advances in outdoor/indoor positioning, smart environment, spatial modeling, personalization and context awareness, cartographic communication, novel user interfaces, crowd sourcing, social media, big data analysis, usability and privacy.