Sixth 3D - 3D engine
-Table of Contents
- -+
Sixth 3D - 3D engine
+-
-
- This is a subproject of Sixth +
- This is a subproject of Sixth + + +
- Clone GIT repository using commanad:
+
+git clone http://www2.svjatoslav.eu/git/sixth-3d.git +
+
- - download latest snapshot +
- Download latest snapshot in TAR GZ format + -
- This program is free software; you can redistribute it and/or modify it under -the terms of version 3 of the GNU Lesser General Public License or later as -published by the Free Software Foundation. +
- This program is free software: you can redistribute it and/or modify +it under the terms of the GNU Lesser General Public License as +published by the Free Software Foundation, either version 3 of the +License, or (at your option) any later version. +
- Program author:
-
-
- Svjatoslav Agejenko -
- Homepage: http://svjatoslav.eu/ -
- Email: mailto://svjatoslav@svjatoslav.eu/ -
-
- - other applications hosted at svjatoslav.eu +
- Svjatoslav Agejenko + +
- Homepage: http://svjatoslav.eu + +
- Email: mailto://svjatoslav@svjatoslav.eu +
1 Project description
+1 Project description
-In software, pure Java realtime 3D rendering engine. With the final goal of -becoming a platform for buildng 3D user interfaces. -
- --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.
--
-
- 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. +Sixth 3D can be also used as standalone 3D engine in your project.
+1.1 Justification for software rendering
+-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.
1.2 Justification for Java
+-
+
- It is easy to refactor and experiment with. + + +
- Easy portability and installation. No need to deal with platform +specific dependencies. + + +
- 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. + +
- - As a result it is easy to run on various hardware platforms and +operating systems. + + +
2 Software development
+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. +
+ ++So far best resource is to download and explore source code for: +
+-
+
- 3D engine (generated code graphs (generated using JavaInspect)) + +
- For API usage examples, see demos + +
3 Instructions to embed Sixth-3D in your project
++Maven *pom.xml* file snippet:
<dependencies> +<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.
4 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. + +
+
+
+
+
+ - For each horizontal scanline:
+
- 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. + +
+ - Dynamic geometry simplification:
+
+ - Such information allows further optimizations:
+
+
+