
| In this book we are going to reveal themodern rendering engine’s architecture and the main techniques usedin rendering engines. We hoe this book can be good guidance fordeveloers who are interested in building their own renderingengines. The chaters are arranged in the following way.In Chater 1, we introduce the main arts of a rendering engine andbriefly their functionality. In Chater 2, basic knowledge relatedto develoing real-time rendering is introduced.Chater 3 is themain art of this book. It unveils the architecture of therendering engine through analyzing the Visionix system, therendering engine develoed by the authors’ team.In Chater 4, adistributed arallel rendering system for a multi-screen dislay,which is based on Visionix, is introduced.In Chaters 5 and 6, twoarticular techniques for real-time rendering that could beintegrated into rendering engines are resented. |
| Hujun Baois a rofessor at the State Key Lab of Comuter Aided Design andComuter Grahics, Zhejiang University, China.Dr. Wei Hua is anassociate rofessor at the same institute. .. << 查看详细 |
| 1 introduction 1.1 scene grah management 1.2 scene grah traverse 1.3 rendering queue 1.4 rending modle 2 basics of real-time rendering 2.1 rendering ieline 2.1.1 concetual rendering hases 2.1.2 rogrammable rendering ieline 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 transort 2.3 summary references 3 architecture of real-time rendering engine 3.1 overview 3.2 basic data tye . 3.2.1 single-field data tye 3.2.2 multile-field data tye 3.2.3 ersistent ointer: 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 igrouingfeature 3.5.5 subclasses of ishaefeature 3.5.6 ianimatedfeature 3.5.7 subclasses of ilightfeature 3.5.8 subclasses of ibindablefeature 3.5.9 igeometryfeature 3.5.10 iaearancefeature and relatedfeatures 3.6 scene grah 3.7 satial index 3.7.1 relation schema a 3.7.2 relation schema b 3.8 scene model schema 3.9 scene model interface and imlementation 3.9.1 scoe 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 imlementation of iscenemodel andiscenestorage 3.10 scene maniulator 3.10.1 maniulator functions 3.10.2 usage of scene model maniulator 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 comosition of thecrenderingengine 3.13 render queue and its manager 3.14 camera manager 3.15 gu resources and its maniulator 3.15.1 texture resource 3.15.2 buffer resource 3.15.3 shader rogram 3.15.4 gu resource maniulator 3.16 render target and its manager 3.17 render control unit 3.18 re-render and its manager 3.18.1 irerender 3.18.2 crerendermanager 3.19 render ielines and its manager 3.19.1 irenderieline 3.19.2 modular render ieline 3.19.3 render module 3.19.4 crenderielinemanager 3.20 examles of re-render 3.20.1 cvfcullingrerender 3.20.2 cmirrorrerender 3.20.3 coocentityloader 3.20.4 cfeaturetyeclassifier 3.20.5 crenderqueueelementrocessor 3.20.6 clightcullingrerender 3.21 examles of modular render ieline and rendermodule 3.21.1 cshaerenderieline 3.21.2 cshaerendermodule 3.22 imlementation details of crenderingengine 3.22.1 configure 3.22.2 initialize 3.22.3 dorendering 3.22.4 oenscenemodel 3.23 conclusion references 4 rendering system for multichannel dislay 4.1 the overview of arallel rendering 4.1.1 client-server 4.1.2 master-slave 4.2 the architecture of a cluster-based renderingsystem 4.3 rendering system interface 4.3.1 vxlrenderingsystem 4.3.2 vxlmodel 4.3.3 vxiui 4.3.4 the basic examle 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 andcrenderserverstate 4.4.8 cservicerequestsrthreadool 4.4.9 iservicerequest and subclasses 4.5 imlementation of rendering system interface 4.5.1 imlementation rinciles 4.5.2 examle 1: startu system 4.5.3 examle 2: oen scene model 4.5.4 examle 3: do rendering and swabuffer 4.6 render server and server interface 4.7 alication: the immersive resentation system for urbanlanning 4.7.1 system deloyment 4.7.2 functionality references 5 otimal reresentation and rendering for large-scaleterrain 5.1 overview 5.1.1 lod model of terrain 5.1.2 out-of-core techniques 5.2 rocedural terrain rendering 5.2.1 an overview of asymtotic fractionalbrownian motion tree 5.2.2 afbm-tree construction 5.2.3 rocedural terrain rendering 5.2.4 alication 5.3 conclusion references 6 variational obb-tree aroximation for solid objects 6.1 related work 6.2 the aroximation roblem of an obb tree 6.3 solver for obb tree 6.3.1 comutation of outside volume for singlebounding box ... 6.3.2 solver for obb tree 6.4 exeriments and results 6.5 conclusion references index |
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