X-Git-Url: http://www2.svjatoslav.eu/gitweb/?p=sixth-3d.git;a=blobdiff_plain;f=doc%2Findex.html;fp=doc%2Findex.html;h=c33cc49470546968ad5caa216f1847e478172198;hp=afcce63e5ab8ccfed7e20d2dea6f289c6e54724e;hb=7415236b125f8b0981c5f2e7c83475370caf4b63;hpb=581fa47296d1c583331b454eae59d5555d432b1a diff --git a/doc/index.html b/doc/index.html index afcce63..c33cc49 100644 --- a/doc/index.html +++ b/doc/index.html @@ -2,7 +2,7 @@ Sixth 3D - 3D engine - + @@ -228,8 +228,9 @@ published by the Free Software Foundation.

1 Project description

-In software, pure Java realtime 3D rendering engine. With the final goal of -becoming a platform for buildng 3D user interfaces. +In-software, pure Java realtime 3D rendering engine. With the final +goal of becoming a platform for buildng 3D user interfaces and +interactive data visualization.

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2 Software development

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2 Instructions to embed Sixth-3D in your project

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2.1 TODO

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  • partial (region) frame repaint -
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  • antialiazing -
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2.2 Instructions to embed Sixth-3D in your project

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Maven *pom.xml* file snippet:

@@ -324,25 +341,98 @@ See generated code graph using +

3 TODO features to add

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  • Partial region/frame repaint: when only one small object changed on +the scene, it would be faster to re-render that specific area. +
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  • Once partial rendering works, in would be easy to add multi-core +rendering support. So that each core renders it's own region of the +screen. +
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  • Antialiazing. Would improve text readability. If antialiazing is too +expensive for every frame, it could be used only for last frame +before animations become still and waiting for user input starts. +
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  • Render only visible polygons. +
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    • This would significantly reduce RAM <-> CPU traffic. +
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    • General algorithm description: +
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      • For each horizontal scanline: +
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        • sort polygon edges from left to right +
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        • while iterating and drawing pixels over screen X axis (left to +right) track next appearing/disappearing polygons. +
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          • For each polygon edge update Z sorted active polygons list. +
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          • Only draw pixel from the top-most polygon. +
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            • Only if polygon area is transparent/half-transparent add +colors from the polygons below. +
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    • + +
    • As a bonus, this would allow to track which polygons are really +visible in the final scene for each frame. + +
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      • Such information allows further optimizations: + +
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        • Dynamic geometry simplification: +
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          • Dynamically detect and replace invisible objects from the +scene with simplified bounding box. +
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          • Dynamically replace boudnig box with actual object once it +becomes visible. +
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        • Dynamically unload unused textures from RAM. +
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