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<html>
<head>
<title>3D Engine Design for Virtual Globes</title>
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<body>
<img src="strip.png" width="630" height="95" alt="3D Engine Design for Virtual Globes Cover" />
<table summary="" border="0" width="630">
<tr align="center">
<td><a href="index.html">Home</a></td>
<td><a href="toc.html">TOC</a></td>
<td><a href="backcover.html">Back Cover</a></td>
<td><a href="reviews.html">Reviews</a></td>
<td><a href="code.html">Code</a></td>
<td><a href="figures.html">Figures</a></td>
<td><a href="bibliography.html">Bibliography</a></td>
<td><a href="bibtex.html">BibTeX</a></td>
<td><a href="errata.html">Errata</a></td>
<td><a href="http://blog.virtualglobebook.com/">Blog</a></td>
</tr>
</table>
<h1>Table of Contents</h1>
<table summary="" border="0" width="630">
<tr><td>
1. <a href="3DEngineDesignForVirtualGlobesChapter1.pdf">Introduction</a><br /><br />
<i>Part I: Fundamentals</i><br />
2. Math Foundations<br />
3. Renderer Design (<a href="3DEngineDesignForVirtualGlobesSection31.pdf">3.1</a>)<br />
4. Globe Rendering (<a href="3DEngineDesignForVirtualGlobesSection43.pdf">4.3</a>)<br /><br />
<i>Part II: Precision</i><br />
5. Vertex Transform Precision<br />
6. Depth Buffer Precision<br /><br />
<i>Part III: Vector Data</i><br />
7. Vector Data and Polylines<br />
8. Polygons<br />
9. Billboards<br />
10. Exploiting Parallelism in Resource Preparation<br /><br />
<i>Part IV: Terrain</i><br />
11. Terrain Basics<br />
12. Massive Terrain Rendering (<a href="3DEngineDesignForVirtualGlobesSection121.pdf">12.1</a>)<br />
13. Geometry Clipmapping<br />
14. Chunked LOD<br /><br />
A. Implementing a Message Queue
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</html>