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+![Screen shot of Half Dome as rendered by OpenGlobe](
+OpenGlobe is a 3D engine for virtual globes (think [Google Earth]( or [NASA World Wind]( designed to illustrate the engine design and rendering techniques described in our book, [3D Engine Design for Virtual Globes]( It is written in C# (with full support for running on Linux using [Mono]( and uses the OpenGL 3.3 core profile via [OpenTK]( It is not a complete virtual globe application, but is rather a core engine and a number of runnable examples.
+OpenGlobe has the following features and capabilities:
+- A well designed (and pragmatic) renderer abstraction making it easier and less error prone to interface with OpenGL.
+- WGS84 (and other ellipsoid) globe rendering using tessellation or GPU ray casting.
+- Techniques for avoiding depth buffer errors when rendered objects are found at widely varying distances from the camera.
+- High-precision vertex rendering techniques to avoid jittering problems.
+- Vector data rendering, including reading vector data from shapefiles.
+- Multithreaded resource preparation.
+- Terrain patch rendering using CPU triangulation, GPU displacement mapping, and GPU ray casting.
+- Terrain shading using procedural techniques.
+- Whole-world terrain and imagery rendering on an accurate WGS84 globe using geometry clipmapping.
+The code (and the book) draw from the authors' real-world experience working on [STK](, one of the earliest commercial virtual globes. Since it is intended as a learning aid, the code is written in a style that we hope is easy to understand and follow, especially when accompanied by the book.
+For information on getting up and running with the code on both Windows and Linux, see the instructions [here](
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