Sixth 3D - 3D engine
--
-
-
- This is a subproject of Sixth - - -
- Clone GIT repository using command:
-
-git clone https://www2.svjatoslav.eu/git/sixth-3d.git - -
++Sixth 3D - 3D engine
++-Table of Contents
+ +- 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. -
++-1. General
++--
+
- This program is free software: released under Creative Commons Zero +(CC0) license
- Program author:
-
-
- Svjatoslav Agejenko - -
- Homepage: https://svjatoslav.eu - -
- Email: mailto://svjatoslav@svjatoslav.eu - +
- Svjatoslav Agejenko +
- Homepage: https://svjatoslav.eu +
- Email: mailto://svjatoslav@svjatoslav.eu +
+
+ - Other software projects hosted at svjatoslav.eu
- Other software projects hosted at svjatoslav.eu -
+++1.1. Source code
+++-
+
- Download latest snapshot in TAR GZ format + +
- Browse Git repository online + +
+Clone Git repository using command: +
++git clone https://www2.svjatoslav.eu/git/sixth-3d.git +
+
+- See JavaDoc.
-1 Project description
-++2. Project description
+-In software, pure Java realtime 3D rendering engine. With the final +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.
-Sixth 3D can be also used as standalone 3D engine in your project. +Sixth 3D can be also used as standalone 3D engine in your project.
-1.1 Justification for software rendering
-++-2.1. Justification for software rendering
+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 @@ -276,61 +310,47 @@ pixel.
-1.2 Justification for Java
-+-+2.2. Justification for Java
+-
-
- It is easy to refactor and experiment with. - +
- It is easy to refactor and experiment with.
- Easy portability and installation. No need to deal with platform -specific dependencies. - +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). - -
+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 - -
- 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. - -
- 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. -
+operating systems.-2 API documentation
-++-3. API documentation
+@@ -342,40 +362,37 @@ on documentation. 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 - +
- 3D engine (generated code graphs (generated using JavaInspect)) +
- For API usage examples, see demos
-3 Instructions to embed Sixth-3D in your project
-++4. Instructions to embed Sixth-3D in your project
+-Maven *pom.xml* file snippet: +Maven pom.xml file snippet:
- -@@ -384,53 +401,50 @@ For API usage examples, see -<dependencies> +
<dependencies> ... - <dependency> - <groupId>eu.svjatoslav</groupId> - <artifactId>sixth-3d</artifactId> - <version>1.1</version> - </dependency> + <dependency> + <groupId>eu.svjatoslav</groupId> + <artifactId>sixth-3d</artifactId> + <version>1.2</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://www3.svjatoslav.eu/maven/</url> + </repository> ... -</repositories> +</repositories>
4 TODO features to add
-++5. TODO features to add
+-
+
- read this as example, and apply improvements/fixes where applicable: +http://blog.rogach.org/2015/08/how-to-create-your-own-simple-3d-render.html + +
- Improve triangulation. Read: https://ianthehenry.com/posts/delaunay/ +
- Partial region/frame repaint: when only one small object changed on -the scene, it would be faster to re-render that specific area. - +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. - +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. +before animations become still and waiting for user input starts. +
+-5.1. Render only visible polygons
+-
-
- This would significantly reduce RAM <-> CPU traffic. - +
- This would significantly reduce RAM <-> CPU traffic.
- General algorithm description:
- For each horizontal scanline:
-
-
- sort polygon edges from left to right - +
- 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. - +
- 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. - -
-
-
-
+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. @@ -442,47 +456,24 @@ visible in the final scene for each frame.
- Dynamic geometry simplification:
- Dynamically detect and replace invisible objects from the -scene with simplified bounding box. - +scene with simplified bounding box.
- Dynamically replace boudnig box with actual object once it -becomes visible. -
- - +becomes visible. + -- Dynamically unload unused textures from RAM. -
- - - - - - +- Dynamically unload unused textures from RAM.
+ +-++Created: 2022-07-13 Wed 04:16
+ +