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Virtual Globe and Terrain Rendering

Wednesday, April 10, 2013. Reflections on Teaching GPU Programming and Architecture: Take III. I've taught CIS 565: GPU Programming and Architecture. At the University of Pennsylvania. Three times now, and every time I like to write a reflections post on what went well and what didn't. This semester I made some pretty unconventional changes. No Written Homework. No Tests. No Final. CUDA path tracer - Aparajith Sairam. All written in CUDA. Tessellation shaders - Tiju Thomas. To discourage cheating, the ac...

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Virtual Globe and Terrain Rendering | blog.virtualglobebook.com Reviews
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Wednesday, April 10, 2013. Reflections on Teaching GPU Programming and Architecture: Take III. I've taught CIS 565: GPU Programming and Architecture. At the University of Pennsylvania. Three times now, and every time I like to write a reflections post on what went well and what didn't. This semester I made some pretty unconventional changes. No Written Homework. No Tests. No Final. CUDA path tracer - Aparajith Sairam. All written in CUDA. Tessellation shaders - Tiju Thomas. To discourage cheating, the ac...
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1 posted by
2 patrick cozzi
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4 and a rasterizer
5 open source projects
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posted by,patrick cozzi,a path tracer,and a rasterizer,open source projects,by christophe riccio,no final,really,no grades,last semester,course,lectures,hackathons,yuanhui chen,presents her hack,guest lectures,flexible schedule,not for everyone,4 comments
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Virtual Globe and Terrain Rendering | blog.virtualglobebook.com Reviews

https://blog.virtualglobebook.com

Wednesday, April 10, 2013. Reflections on Teaching GPU Programming and Architecture: Take III. I've taught CIS 565: GPU Programming and Architecture. At the University of Pennsylvania. Three times now, and every time I like to write a reflections post on what went well and what didn't. This semester I made some pretty unconventional changes. No Written Homework. No Tests. No Final. CUDA path tracer - Aparajith Sairam. All written in CUDA. Tessellation shaders - Tiju Thomas. To discourage cheating, the ac...

INTERNAL PAGES

blog.virtualglobebook.com blog.virtualglobebook.com
1

Virtual Globe and Terrain Rendering: How I got involved in glTF and Khronos

http://blog.virtualglobebook.com/2013/03/how-i-got-involved-in-gltf-and-khronos.html

Wednesday, March 27, 2013. How I got involved in glTF and Khronos. Ormat - for WebGL, OpenGL ES, and OpenGL. It's currently a work-in-progress. I've thought about adding 3D models to Cesium. Our WebGL virtual globe engine, for a while. My plan was to convert COLLADA. I was designing yet another asset format, but mine was different, of course! Well, I wasn't alone with these ideas - they're not exactly original anyway. In fact, something very similar, called WebGLTF at the time, was demoed. Well before we...

2

Virtual Globe and Terrain Rendering: GitHub and Open Source in the Classroom

http://blog.virtualglobebook.com/2012/12/github-and-open-source-in-classroom.html

Thursday, December 27, 2012. GitHub and Open Source in the Classroom. I started using source control in high school, and I believe every computer science student should be comfortable with at least one source control package. Last semester. In my GPU Programming and Architecture. Course at the University of Pennsylvania, we had students use GitHub for their code. This semester, we took it a step further. Last semester, we used a GitHub educational account. But we could do much better. The profile for the...

3

Virtual Globe and Terrain Rendering: Resources for New Graphics Developers

http://blog.virtualglobebook.com/p/resources-for-new-graphics-developers.html

Resources for New Graphics Developers. Although you don't need an extension background in computer graphics to understand our book, it is helpful to be familiar with basic graphics concepts like vectors, matrices, the 3D rendering pipeline, and shaders. Fortunately, there is a lot of good information online:. The classic OpenGL book covers computer graphics foundations in addition to the OpenGL API. The edition covering OpenGL 1.1 is available online. Be aware that our book uses OpenGL 3.3. Resources for...

4

Virtual Globe and Terrain Rendering: OpenGL Insights

http://blog.virtualglobebook.com/2012/07/opengl-insights.html

Tuesday, July 24, 2012. Our new book, OpenGL Insights. Will be available at SIGGRAPH. And shipping from Amazon. And elsewhere early August. And I served as editors, and worked with 52 authors and 17 technical reviewers from the OpenGL, OpenGL ES, and WebGL communities to create 44 chapters and 712 pages on rendering techniques, performance, debugging, profiling, software design, teaching, and other topics. The OpenGL Insights website. Is now up. It contains:. By Cyril Crassin and Simon Green. Big thanks ...

5

Virtual Globe and Terrain Rendering: Cesium - Our New Virtual Globe

http://blog.virtualglobebook.com/2012/03/geoscope-our-new-virtual-globe.html

Saturday, March 17, 2012. Cesium - Our New Virtual Globe. Over the past year, Kevin and I - and several other AGIers. Have been working on. A virtual globe engine for the web built using JavaScript and WebGL. Our demos, including satellite and KML visualization, are now live: cesium.agi.com. Use a recent version of Chrome or Firefox. We are very pleased to announce that this engine will be open source. We plan to get the code up on github. WebGL for Dynamic Virtual Globes. Cesium - Our New Virtual Globe.

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OpenGL Insights

http://openglinsights.com/contributors.html

Postdoctoral Research Associate, Rensselaer Polytechnic Institute. Woojin is a postdoctoral research associate at the Center for Modeling, Simulation and Imaging in Medicine at Rensselaer Polytechnic Institute. He received his Ph.D. in Mechanical Engineering from Korea Advanced Institute of Science and Technology in 2010. His current research interests include surgery simulation, physics-based animation, and web-based multimodal interactive 3D applications. Applied engineer, NVIDIA. Ed's textbook, Intera...

virtualglobebook.com virtualglobebook.com

3D Engine Design for Virtual Globes

http://www.virtualglobebook.com/reviews.html

Please email us if you know of other reviews: authors@virtualglobebook.com.

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3D Engine Design for Virtual Globes

http://www.virtualglobebook.com/bibtex.html

Book{Cozzi11, author = {Patrick Cozzi and Kevin Ring}, title = {3{D} {E}ngine {D}esign for {V}irtual {G}lobes}, month = {June}, year = {2011}, edition = {1st}, isbn = {978-1568817118}, publisher = {CRC Press} note = { url{http:/ www.virtualglobebook.com} }.

primuszpeter.blogspot.com primuszpeter.blogspot.com

Windows Phone XNA tutorial ~ Primusz Péter

http://primuszpeter.blogspot.com/2012/04/nemregiben-windows-phone-xna-tanulmanyi.html

Primum vivere, deinde philosophari." - Előbb élni, aztán filozofálni. 2012 április 8., vasárnap. Windows Phone XNA tutorial. Nemrégiben Windows Phone XNA tanulmányi hét volt a devportal.hu. Oldalon. Az elkészült tananyag játékos formában vezeti be az érdeklődőket a XNA alapú Windows Phone fejlesztés csodálatos világába. A 10x30 perces videókat Fár Attila Gergőnek. Köszönhetjük, és ismét elmondható, hogy kiváló anyagot rakott össze. Mindenkinek csak ajánlani tudom, a képzés videói itt érhetőek el:. A köny...

virtualglobebook.com virtualglobebook.com

3D Engine Design for Virtual Globes

http://www.virtualglobebook.com/figures.html

Most of our book's figures are available for fair use. Please feel free to use them in the classrom, in your presentations, etc. If you have any questions about reuse, contact service@akpeters.com. See the readme in the download for more information.

virtualglobebook.com virtualglobebook.com

3D Engine Design for Virtual Globes

http://www.virtualglobebook.com/code.html

Below are the instructions for obtaining and building OpenGlobe, the example virtual globe engine accompanying our book. Since publishing the book, the two authors, Patrick and Kevin, have been contributing to an awesome open source virtual globe for the web, called Cesium. OpenGlobe, the example code for our book, is written in C# and OpenGL 3.3 and is available as a zip file here. With simple build instructions:. Tested on Windows XP, Vista, and 7. Download and unzip the code. OpenGL 3.3 is required.

virtualglobebook.com virtualglobebook.com

3D Engine Design for Virtual Globes

http://www.virtualglobebook.com/errata.html

Page 15: Top paragraph: "even though they are both one square degree" should be "even though they are both. Page 62: In Listing 3.7, the second. Condition should be "else (leftEnabled rightEnabled)" instead of "else (rightEnabled leftEnabled)". Page 147: The first sentence, "The function u blendDurationScale is simply precomputed as ." should read, "The. U blendDurationScale is simply precomputed as .". Page 166: center eye. Code example is in the CPURelativeToEye class in Chapter05Jitter.".

virtualglobebook.com virtualglobebook.com

3D Engine Design for Virtual Globes

http://www.virtualglobebook.com/index.html

3D Engine Design for Virtual Globes. Detailed table of contents. Section 3.1: The Need for a Renderer. Section 4.3: GPU Ray Casting. Section 12.1: Level of Detail. All samples in one pdf. Under the Hood Of Virtual Globes. Course slides (based on our book) from COM.Geo. Order it on Amazon. We welcome your comments: authors@virtualglobebook.com.

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Virtual Globe and Terrain Rendering

Wednesday, April 10, 2013. Reflections on Teaching GPU Programming and Architecture: Take III. I've taught CIS 565: GPU Programming and Architecture. At the University of Pennsylvania. Three times now, and every time I like to write a reflections post on what went well and what didn't. This semester I made some pretty unconventional changes. No Written Homework. No Tests. No Final. CUDA path tracer - Aparajith Sairam. All written in CUDA. Tessellation shaders - Tiju Thomas. To discourage cheating, the ac...

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