3D Engine Design for Virtual Globes Cover
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Table of Contents

1. Introduction

Part I: Fundamentals
2. Math Foundations
3. Renderer Design (3.1)
4. Globe Rendering (4.3)

Part II: Precision
5. Vertex Transform Precision
6. Depth Buffer Precision

Part III: Vector Data
7. Vector Data and Polylines
8. Polygons
9. Billboards
10. Exploiting Parallelism in Resource Preparation

Part IV: Terrain
11. Terrain Basics
12. Massive Terrain Rendering (12.1)
13. Geometry Clipmapping
14. Chunked LOD

A. Implementing a Message Queue