Level of Detail for 3D Graphics"I'm really happy with what Luebke et al. have created. It's exactly what I would want to find on the shelf if I needed to implement some LOD techniques in a game." -Mark DeLoura, Sony Computer Entertainment America "This is the first and only book that provides a comprehensive coverage about level of detail. When you are finished reading it, all you will be able to say is "Wow!"" -Dave Eberly, Magic Software, Inc. "This book will find a choice spot on my bookshelf." -Will Schroeder, Kitware, Inc. "This fine book...provides both a treatment of the underlying theory and a valuable practical reference for the graphics practitioner." -Dr. Frederick P. Brooks, Jr., UNC Chapel Hill Level of detail (LOD) techniques are increasingly used by professional real-time developers to strike the balance between breathtaking virtual worlds and smooth, flowing animation. Level of Detail for 3D Graphics brings together, for the first time, the mechanisms, principles, practices, and theory needed by every graphics developer seeking to apply LOD methods. Continuing advances in level of detail management have brought this powerful technology to the forefront of 3D graphics optimization research. This book, written by the very researchers and developers who have built LOD technology, is both a state-of-the-art chronicle of LOD advances and a practical sourcebook that will enable graphics developers from all disciplines to apply these formidable techniques to their own work. Features: *Is a complete, practical resource for programmers wishing to incorporate LOD technology into their own systems *Is an important reference for professionals in game development, computer animation, information visualization, real-time graphics and simulation, data capture and preview, CAD display, and virtual worlds *Is accessible to anyone familiar with the essentials of computer science and interactive computer graphics *Covers the full range of LOD methods, from mesh simplification to error metrics, as well as advanced issues of human perception, temporal detail, and visual fidelity measurement *Includes an accompanying website rich in supplementary material including source code, tools, 3D models, public domain software, documentation, LOD updates, and more. Visit http://LODBook.com. |
Other editions - View all
Common terms and phrases
algorithm applications approach bound cell changes Chapter clustering color common complex Computer continuous contrast coordinates cost created described developers display distance edge collapse effect error example faces factor fidelity field Figure frame rate frequency function geometry given graphics grid hardware hierarchy human implemented important improve increases input interactive less level of detail light Lindstrom mapping maximum measures memory mesh method metric moving node normal object operation optimization original particular perceptual performance pixel polygons possible prediction presented Proceedings produce projected provides reduce region removal rendering represent require resolution responsiveness resulting retina sampling scene scheme screen selection sensitivity shows simple simplification single space spatial split strips structure surface task techniques temporal detail terrain texture threshold topology triangle strips triangles typically vertex vertices view-dependent Virtual Vision visual