Download Real-Time Graphics Rendering Engine (Advanced Topics in by Hujun Bao, Wei Hua PDF

By Hujun Bao, Wei Hua

"Real-Time pics Rendering Engine" unearths the software program structure of the trendy real-time 3D pictures rendering engine and the correct applied sciences in response to the authors’ event constructing this high-performance, real-time approach. The correct wisdom approximately real-time pictures rendering akin to the rendering pipeline, the visible visual appeal and shading and lighting fixtures versions also are brought. This publication is meant to supply well-founded advice for researchers and builders who're attracted to development their very own rendering engines. Hujun Bao is a professor on the country Key Lab of desktop Aided layout and special effects, Zhejiang collage, China. Dr. Wei Hua is an affiliate professor on the related institute.

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The first three values specify a normalized rotation axis vector about which the rotation takes place. The fourth value specifies the amount of right-handed rotation about that axis in radians. Give a SFRotaiton3d R(x,y,z,a), -R(x,y,z,a) = R(x, y, z, -a) or -R(x,y,z,a) = R(-x,-y,-z,a) class SFRotation3d { class SFRotation3f { SFString double x, y, z, a; }; float x, y, z, a; }; The SFString object contains single string encoded with the UTF-8 universal character set typedef SFString std::string; SFTime The SFTime specifies a single time value typedef SFTime double; SFVec2{d|f}, SFVec3{d|f}, SFVec4{d|f} The SFVec2d and SFVec3d objects specify a two-dimensional (2D) vector and a three-dimensional vector respectively.

CTextureBackground represents the surrounding background using a textured box (Fig. 8). We can pre-store multiple backgrounds for the scene, but at any time only one background is selected. 5 Feature 41 Fig. 7 The subclasses of ILightFeature CTextureBackground #m_SkyAngle: MFFloat #m_GroundAngle: MFFloat #m_Transparency: MFFloat #m_Size: SFFloat #m_SkyColor: MFColorRGB #m_GroundColor: MFColorRGB #m_pLeftTexture: TAddress #m_pFrontTexture: TAddress #m_pBottomTexture: TAddress #m_pBackTexture: TAddress #m_pTopTexture: TAddress #m_pRightTexture: TAddress Fig.

Any data type prefixed with MF-is an array. The elements in the array have the same corresponding basic data type prefixed with SF-. '4'$PMPS … ^ Here, BasicType::TMF is an array template, which supports any operation of std::vector. 3 3 Architecture of Real-Time Rendering Engine Persistent Pointer: TAddress<> In addition, there is a template of TAddress, which encapsulates a pointer to an object of class T and its ID. The data members are declared as follows: UFNQMBUFDMBTT 5 DMBTT 5"EESFTT \ 4'*% *% 5 * Q QVCMJD 5* PQFSBUPS  \…^ 5 PQFSBUPS * \…^  5IF PUIFS NFNCFS GVODUJPOT BSF BT GPMMPXT … ^ TAddress overloads the operators of -> and *, and can be used as a pointer.

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