出版時間:2010-12 出版社:浙江大學(xué)出版社 作者:鮑虎軍,華煒 著 頁數(shù):299
內(nèi)容概要
Real-Time
Graphics Rendering Engine reveals the software architec-ture 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.
作者簡介
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.
書籍目錄
1 Introduction
1.1 Scene Graph Management
1.2 Scene Graph Traverse
1.3 Rendering Queue
1.4 Rending Modle
2 Basics of Real-Time Rendering
2.1 Rendering Pipeline
2.1.1 Conceptual Rendering Phases
2.1.2 Programmable Rendering Pipeline
2.1.3 Geometry Transforms
2.2 Shading
2.2.1 Rendering Equation
2.2.2 Lighting
2.2.3 BRDF
2.2.4 Light Transport
2.3 Summary
References
3 Architecture of Real-Time Rendering Engine
3.1 Overview
3.2 Basic Data Type
3.2.1 Single-Field Data Type
3.2.2 Multiple-Field Data Type
3.2.3 Persistent Pointer: TAddress<>
3.3 Basics of Scene Model
3.4 Entity
3.5 Feature
3.5.1 IAttributedObject and IFeature
3.5.2 IBoundedObject
3.5.3 IChildFeature
3.5.4 Subclasses of IGroupingFeature
3.5.5 Subclasses of IShapeFeature
3.5.6 IAnimatedFeature
3.5.7 Subclasses of ILightFeature
3.5.8 Subclasses of IBindableFeature
3.5.9 IGeometryFeature
3.5.10 IAppearanceFeature and Related
Features
3.6 Scene Graph
3.7 Spatial Index
3.7.1 Relation Schema A
3.7.2 Relation Schema B
3.8 Scene Model Schema
3.9 Scene Model Interface and Implementation
3.9.1 Scope of Name and ID
3.9.2 Transaction
3.9.3 Scene Storage
3.9.4 Reference and Garbage Collection
3.9.5 Data Visit and Cache
3.9.6 Out-of-Core Entity
3.9.7 ISceneModel
3.9.8 ISceneStorage
3.9.9 Implementation of ISceneModel and
ISceneStorage
3.10 Scene Manipulator
3.10.1 Manipulator Functions
3.10.2 Usage of Scene Model Manipulator
3.11 Traversing Scene Model
3.11.1 Traverse via Iterator
3.11.2 Traverse via Visitor
3.12 Rendering Engine
3.12.1 CRenderingEngine
3.12.2 The Composition of the
CRenderingEngine
3.13 Render Queue and Its Manager
3.14 Camera Manager
3.15 GPU Resources and Its Manipulator
3.15.1 Texture Resource
3.15.2 Buffer Resource
3.15.3 Shader Program
3.15.4 GPU Resource Manipulator
3.16 Render Target and Its Manager
3.17 Render Control Unit
3.18 Pre-render and Its Manager
3.18.1 IPreRender
3.18.2 CPreRenderManager
3.19 Render Pipelines and Its Manager
3.19.1 IRenderPipeLine
3.19.2 Modular Render Pipeline
3.19.3 Render Module
3.19.4 CRenderPipelineManager
3.20 Examples of Pre-render
3.20.1 CVFCullingPreRender
3.20.2 CMirrorPreRender
3.20.3 COoCEntityLoader
3.20.4 CFeatureTypeClassifier
3.20.5 CRenderQueueElementProcessor
3.20.6 CLightCullingPreRender
3.21 Examples of Modular Render Pipeline and Render
Module
3.21.1 CShapeRenderPipeline
3.21.2 CShapeRenderModule
3.22 Implementation Details of CRenderingEngine
3.22.1 Configure
3.22.2 Initialize
3.22.3 DoRendering
3.22.4 OpenSceneModel
3.23 Conclusion
References
4 Rendering System for Multichannel Display
4.1 The Overview of Parallel Rendering
4.1.1 Client-Server
4.1.2 Master-Slave
4.2 The Architecture of a Cluster-Based Rendering
System
4.3 Rendering System Interface
4.3.1 vxlRenderingSystem
4.3.2 vxlModel
4.3.3 vxIUI
4.3.4 The Basic Example
4.4 Server Manager
4.4.1 Functionality
4.4.2 Structure
4.4.3 CServerManager
4.4.4 CServiceRequestManager
4.4.5 CServiceRequestTranslator
4.4.6 CServiceRequestSender
4.4.7 CSystemStateManager, CScreenState and
CRenderServerState
4.4.8 CServiceRequestSRThreadPool
4.4.9 IServiceRequest and Subclasses
4.5 Implementation of Rendering System Interface
4.5.1 Implementation Principles
4.5.2 Example 1: Startup System
4.5.3 Example 2: Open Scene Model
4.5.4 Example 3: Do Rendering and Swap
Buffer
4.6 Render Server and Server Interface
4.7 Application: the Immersive Presentation System for Urban
Planning
4.7.1 System Deployment
4.7.2 Functionality
References
5 Optimal Representation and Rendering for Large-Scale
Terrain
5.1 Overview
5.1.1 LOD Model of Terrain
5.1.2 Out-of-Core Techniques
5.2 Procedural Terrain Rendering
5.2.1 An Overview of Asymptotic Fractional
Brownian Motion Tree
5.2.2 afBm-Tree Construction
5.2.3 Procedural Terrain Rendering
5.2.4 Application
5.3 Conclusion
References
6 Variational OBB-Tree Approximation for Solid Objects
6.1 Related Work
6.2 The Approximation Problem of an OBB Tree
6.3 Solver for OBB Tree
6.3.1 Computation of Outside Volume for Single
Bounding Box ...
6.3.2 Solver for OBB Tree
6.4 Experiments and Results
6.5 Conclusion
References
Index
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