X-Git-Url: http://www2.svjatoslav.eu/gitweb/?p=sixth-3d.git;a=blobdiff_plain;f=doc%2Findex.html;h=813ea56f5ef65c363089d15bf26db3819e564d93;hp=bc0b77d239a4ff6d1689201d88290917a4060b84;hb=916ecef8d7e369921e292553d89e47767ab7082b;hpb=a65ed3cb6ef4b898af31326d86d8a2f799e8ee6f diff --git a/doc/index.html b/doc/index.html index bc0b77d..813ea56 100644 --- a/doc/index.html +++ b/doc/index.html @@ -1,267 +1,479 @@ - - - + + - - - Sixth 3D - 3D engine - - + + + + + + + +" + - -
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Sixth 3D - 3D engine

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Table of Contents

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Sixth 3D - 3D engine

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  • Other software projects hosted at svjatoslav.eu +
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    1 Project description

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    1 Project description

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

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    -System is implemented in Java because: +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 for project Sixth.

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    • It scales well to handle great complexity.
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    • It is easy to refactor and experiment with.
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    • It is fast enough thanks to Java virtual machine just-in-time compiler.
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    • Easy to run on various hardware platforms and operating systems.
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    -3D rendering is done in software, 100% pure Java on CPU. At least for now. -Modern CPU cores count keeps growing and therefore rendering by CPU is not as -expensive as it used to be for the old single core systems. +Sixth 3D can be also used as standalone 3D engine in your project.

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    1.1 Justification for software rendering

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    -CPU rendering performance is already good enough to implement usable 3D UI at -sufficient detail level, resolution and frame rate. +3D rendering is done in software, 100% pure Java on CPU. At least for +now. Modern CPU cores count keeps growing and therefore rendering by +CPU is not as expensive as it used to be for the old single core +systems.

    -Pure Java also means easy portability and installation. No need to deal with -platform specific dependencies. +CPU rendering performance is already good enough to implement usable +3D UI at sufficient detail level, resolution and frame rate.

    -Also CPU rendering allows to easily test different rendering algorithms and -retains complete control of every rendered pixel. +Also CPU rendering allows to freely test different rendering and +optimization algorithms and retains complete control of every rendered +pixel.

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    1.2 Justification for Java

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    • It is easy to refactor and experiment with. +
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    • Easy portability and installation. No need to deal with platform +specific dependencies. +
    • + +
    • It scales well to handle great complexity. +
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      • Allows to implement clever performance optimizations (instead of +going for GPU offered brute-force rendering approach). +
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    • No limitations imposed by: +
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      • requirement for decent GPU +
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      • GPU missing features +
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      • GPU missing/incomplete/buggy drivers +
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      • OpenGL specification +
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    • + +
    • It is fast enough thanks to: +
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      • Java virtual machine just-in-time compiler. +
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      • Growing CPU cores count. +
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    • + +
    • As a result it is easy to run on various hardware platforms and +operating systems. +
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    2 Software development

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    2 TODO API documentation

    -Instructions to embed Sixth-3D in your project as a library. Maven *pom.xml* -file snippet: +Documentation currently missing for the lack of time. +

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    +So far best resource is to download and explore source code for: +

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    3 Instructions to embed Sixth-3D in your project

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    +Maven *pom.xml* file snippet:

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    <dependencies>
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    <dependencies>
         ...
    -    <dependency>
    -        <groupId>eu.svjatoslav</groupId>
    -        <artifactId>sixth-3d</artifactId>
    -        <version>1.0</version>
    -    </dependency>
    +    <dependency>
    +        <groupId>eu.svjatoslav</groupId>
    +        <artifactId>sixth-3d</artifactId>
    +        <version>1.1</version>
    +    </dependency>
         ...
    -</dependencies>
    +</dependencies>
     
    -<repositories>
    +<repositories>
         ...
    -    <repository>
    -        <id>svjatoslav.eu</id>
    -        <name>Svjatoslav repository</name>
    -        <url>http://www2.svjatoslav.eu/maven/</url>
    -    </repository>
    +    <repository>
    +        <id>svjatoslav.eu</id>
    +        <name>Svjatoslav repository</name>
    +        <url>http://www2.svjatoslav.eu/maven/</url>
    +    </repository>
         ...
    -</repositories>
    +</repositories>
     

    -Auto-generated graphs for parts of Sixth-3D code/architecture using this tool +For API usage examples, see demos.

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    4 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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