ABSTRACT

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

chapter 1|12 pages

Introduction

chapter 2|28 pages

Math Foundations

chapter 3|80 pages

Renderer Design

chapter 4|36 pages

Globe Rendering

chapter 5|24 pages

Vertex Transform Precision

chapter 6|22 pages

Depth Buffer Precision

chapter 7|18 pages

Vector Data and Polylines

chapter 8|30 pages

Polygons

chapter 9|24 pages

Billboards

chapter 11|58 pages

Terrain Basics

chapter 12|38 pages

Massive-Terrain Rendering

chapter 13|42 pages

Geometry Clipmapping

chapter 14|22 pages

Chunked LOD