Book description
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, which will enable graphics developers from all disciplines to apply these formidable techniques to their own work.
* 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 Web site rich in supplementary material including source code, tools, 3D models, public domain software, documentation, LOD updates, and more. Visit http://LODBook.com.
Table of contents
- Cover (1/3)
- Cover (2/3)
- Cover (3/3)
- Contents
- Foreword (1/3)
- Foreword (2/3)
- Foreword (3/3)
- Preface
- About the Authors
- Part I: Generation
-
Part II: Application
- Chapter 4. Run-Time Frameworks
- Chapter 5. A Catalog of Useful Algorithms
-
Chapter 6. Gaming Optimizations
- 6.1 Introduction
- 6.2 The Game Environment
- 6.3 Game-Specific Difficulties With LOD (1/2)
- 6.3 Game-Specific Difficulties With LOD (2/2)
- 6.4 Classic LOD Suitability to Games (1/2)
- 6.4 Classic LOD Suitability to Games (2/2)
- 6.5 Nongeometric Level of Detail
- 6.6 Imposters
- 6.7 Selection and Metrics
- 6.8 Conclusions
-
Chapter 7. Terrain Level of Detail
- 7.1 Introduction
- 7.2 Multiresolution Techniques for Terrain (1/3)
- 7.2 Multiresolution Techniques for Terrain (2/3)
- 7.2 Multiresolution Techniques for Terrain (3/3)
- 7.3 Catalog of Useful Terrain Algorithms (1/4)
- 7.3 Catalog of Useful Terrain Algorithms (2/4)
- 7.3 Catalog of Useful Terrain Algorithms (3/4)
- 7.3 Catalog of Useful Terrain Algorithms (4/4)
- 7.4 Georeferencing Issues (1/2)
- 7.4 Georeferencing Issues (2/2)
- 7.5 Geospatial File Formats
- 7.6 Terrain Data On the Web
- 7.7 Conclusions
-
Part III: Advanced Issues
-
Chapter 8. Perceptual Issues
- 8.1 Motivation
- 8.2 Some Perceptually Motivated LOD Criteria
- 8.3 Introduction to Vision (1/2)
- 8.3 Introduction to Vision (2/2)
- 8.4 Measuring Visual Sensitivity (1/4)
- 8.4 Measuring Visual Sensitivity (2/4)
- 8.4 Measuring Visual Sensitivity (3/4)
- 8.4 Measuring Visual Sensitivity (4/4)
- 8.5 Managing LOD Through Visual Complexity
- 8.6 Modeling Contrast Sensitivity (1/2)
- 8.6 Modeling Contrast Sensitivity (2/2)
- 8.7 Example Implementations
- 8.8 Conclusions
- Chapter 9. Measuring Visual Fidelity
-
Chapter 10. Temporal Detail
- 10.1 Introduction
- 10.2 Measuring Temporal Detail (1/2)
- 10.2 Measuring Temporal Detail (2/2)
- 10.3 Controlling Temporal Detail (1/2)
- 10.3 Controlling Temporal Detail (2/2)
- 10.4 Temporal Detail and User Performance (1/2)
- 10.4 Temporal Detail and User Performance (2/2)
- 10.5 Trading off Temporal and Visual Detail
- 10.6 A Practical Summarization
- 10.7 Conclusions
-
Chapter 8. Perceptual Issues
- Glossary of Terms (1/4)
- Glossary of Terms (2/4)
- Glossary of Terms (3/4)
- Glossary of Terms (4/4)
- References (1/5)
- References (2/5)
- References (3/5)
- References (4/5)
- References (5/5)
- Index (1/8)
- Index (2/8)
- Index (3/8)
- Index (4/8)
- Index (5/8)
- Index (6/8)
- Index (7/8)
- Index (8/8)
Product information
- Title: Level of Detail for 3D Graphics
- Author(s):
- Release date: July 2002
- Publisher(s): Morgan Kaufmann
- ISBN: 9780080510118
You might also like
book
3D Game Textures, 4th Edition
Revised to take new technology into account, this new edition is an ideal hands-on resource for …
book
3D Graphics Rendering Cookbook
Build a 3D rendering engine from scratch while solving problems in a step-by-step way with the …
book
3D Game Engine Design, 2nd Edition
A major revision of the international bestseller on game programming, this new edition shows step-by-step how …
book
Essential Skills for 3D Modeling, Rendering, and Animation
The Key to Fully Understanding the Basics of a 3D World Prominently used in games, movies, …