X-Git-Url: http://www2.svjatoslav.eu/gitweb/?p=sixth-3d.git;a=blobdiff_plain;f=doc%2Findex.org;fp=doc%2Findex.org;h=04f785f64fb6d0934a6dbb4f08c9307043e69356;hp=6f974efe82ec4d397a5d06435e4e5e0accf40af9;hb=7415236b125f8b0981c5f2e7c83475370caf4b63;hpb=581fa47296d1c583331b454eae59d5555d432b1a diff --git a/doc/index.org b/doc/index.org index 6f974ef..04f785f 100644 --- a/doc/index.org +++ b/doc/index.org @@ -27,36 +27,49 @@ #+HTML_HEAD: * 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. + See: [[http://www2.svjatoslav.eu/gitbrowse/sixth-3d-demos/doc/index.html][demos of current 3D engine capabilities]] System is implemented in Java because: -- It scales well to handle great complexity. - It is easy to refactor and experiment with. -- It is fast enough thanks to Java virtual machine just-in-time compiler. -- Easy to run on various hardware platforms and operating systems. -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. +- It scales well to handle great complexity. + - Allows to implement clever performance optimizations (instead of + going for GPU offered brute-force rendering approach). + +- No limitations imposed by: + - requirement for decent GPU + - GPU missing features + - GPU missing/incomplete/buggy drivers + - OpenGL specification + +- It is fast enough thanks to: + - Java virtual machine just-in-time compiler. + - Growing CPU cores count. -CPU rendering performance is already good enough to implement usable 3D UI at -sufficient detail level, resolution and frame rate. +- As a result it is easy to run on various hardware platforms and + operating systems. -Pure Java also means easy portability and installation. No need to deal with -platform specific dependencies. +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. -Also CPU rendering allows to easily test different rendering algorithms and -retains complete control of every rendered pixel. +CPU rendering performance is already good enough to implement usable +3D UI at sufficient detail level, resolution and frame rate. -* Software development -** TODO -+ partial (region) frame repaint -+ antialiazing -** Instructions to embed Sixth-3D in your project +Pure Java also means easy portability and installation. No need to +deal with platform specific dependencies. + +Also CPU rendering allows to easily test different rendering +algorithms and retains complete control of every rendered pixel. + + +* Instructions to embed Sixth-3D in your project Maven *pom.xml* file snippet: #+BEGIN_SRC xml @@ -81,3 +94,41 @@ Maven *pom.xml* file snippet: #+END_SRC See [[file:codeGraph/index.html][generated code graph]] using [[http://www2.svjatoslav.eu/gitbrowse/javainspect/doc/index.html][this tool]]. +* TODO features to add ++ Partial region/frame repaint: when only one small object changed on + the scene, it would be faster to re-render that specific area. + ++ 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. + ++ 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. + ++ Render only visible polygons. + + This would significantly reduce RAM <-> CPU traffic. + + + General algorithm description: + + For each horizontal scanline: + + sort polygon edges from left to right + + while iterating and drawing pixels over screen X axis (left to + right) track next appearing/disappearing polygons. + + For each polygon edge update Z sorted active polygons list. + + Only draw pixel from the top-most polygon. + + Only if polygon area is transparent/half-transparent add + colors from the polygons below. + + + As a bonus, this would allow to track which polygons are really + visible in the final scene for each frame. + + + Such information allows further optimizations: + + + Dynamic geometry simplification: + + Dynamically detect and replace invisible objects from the + scene with simplified bounding box. + + + Dynamically replace boudnig box with actual object once it + becomes visible. + + + Dynamically unload unused textures from RAM.