X-Git-Url: http://www2.svjatoslav.eu/gitweb/?a=blobdiff_plain;f=doc%2Findex.html;h=21d631df414d63930622650246fbe64b21ef1a33;hb=refs%2Fheads%2Fmaster;hp=c73dfce15112fb1f30087730f263771e5fb74dca;hpb=6213716671ccab6b7256de41838e1f5401ce173c;p=sixth-3d.git diff --git a/doc/index.html b/doc/index.html index c73dfce..e49cd2a 100644 --- a/doc/index.html +++ b/doc/index.html @@ -1,426 +1,479 @@ +"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> - - - - Sixth 3D - 3D engine - - - - - + + + +Sixth 3D - 3D engine + + + + + + + + -
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Sixth 3D - 3D engine

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Table of Contents

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1 Project description

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- System is implemented in Java because: -

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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. -

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- CPU rendering performance is already good enough to implement usable 3D UI at - sufficient detail level, resolution and frame rate. -

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- Pure Java also means easy portability and installation. No need to deal with - platform specific dependencies. -

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

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2 Software development

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- Instructions to embed Sixth-3D in your project as a library. Maven *pom.xml* - file snippet: -

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<dependencies>
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Sixth 3D - 3D engine

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1. General

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1.1. Source code

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2. 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 and +interactive data visualization for project Sixth. +

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+Sixth 3D can be also used as standalone 3D engine in your project. +

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2.1. Justification for software rendering

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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. +

+ +

+CPU rendering performance is already good enough to implement usable +3D UI at sufficient detail level, resolution and frame rate. +

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

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2.2. Justification for Java

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  • 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. +
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    • Allows to implement clever performance optimizations (instead of +going for GPU offered brute-force rendering approach).
    • +
  • + +
  • 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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3. API documentation

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+Note: due to a lack of time, there is still big room for improvement +on documentation. +

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

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4. Instructions to embed Sixth-3D in your project

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+Maven pom.xml file snippet: +

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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>1.2</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>
 
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- Auto-generated graphs for parts of - Sixth-3D code/architecture using this tool -

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+For API usage examples, see demos. +

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5. TODO features to add

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  • 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
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  • Improve triangulation. Read: https://ianthehenry.com/posts/delaunay/
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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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5.1. 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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Author: Svjatoslav Agejenko

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Created: 2016-08-03 Wed 23:15

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Validate

+

Author: Svjatoslav Agejenko

+

Created: 2024-04-25 Thu 17:15

+

Validate