X-Git-Url: http://www2.svjatoslav.eu/gitweb/?a=blobdiff_plain;f=doc%2Findex.html;h=e02cfb97bf45b6dda2a0cdcf258019251556223f;hb=0b35ade185c6cdb34db3b58566748f5ebdc86aa2;hp=68eafc00ad2bde46f11259e172050ccfe42f7f64;hpb=439e676d68b70ed18dc2ca83c1581d635228a49f;p=sixth-3d.git diff --git a/doc/index.html b/doc/index.html index 68eafc0..e02cfb9 100644 --- a/doc/index.html +++ b/doc/index.html @@ -1,295 +1,385 @@ - - + + + + + + Sixth 3D - 3D engine - - - - - - - -" - - - + + + + + -
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Sixth 3D - 3D engine

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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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1.1. Source code

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2. Project description

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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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2.1. 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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2.2. 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.
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  • 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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3. API documentation

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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: +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>
+        <version>1.2</version>
     </dependency>
     ...
 </dependencies>
@@ -307,24 +397,83 @@ file snippet:
 

-See generated code graph using this tool. +For API usage examples, see demos.

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Author: Svjatoslav Agejenko

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Created: 2017-01-22 Sun 23:18

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Emacs 24.4.1 (Org-mode 8.2.10)

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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: 2022-07-13 Wed 03:46

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Validate

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