Level of Detail for 3D Graphics

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

  1. Cover (1/3)
  2. Cover (2/3)
  3. Cover (3/3)
  4. Contents
  5. Foreword (1/3)
  6. Foreword (2/3)
  7. Foreword (3/3)
  8. Preface
  9. About the Authors
  10. Part I: Generation
    1. Chapter 1. Introduction
      1. 1.1 Coverage and Organization
      2. 1.2 History
      3. 1.3 Simplifications in Computer Graphics
      4. 1.4 LOD Frameworks
      5. 1.5 Polygonal Meshes
      6. 1.6 Fidelity Metrics
    2. Chapter 2. Mesh Simplification
      1. 2.1 Overview
      2. 2.2 Local Simplification Operators (1/2)
      3. 2.2 Local Simplification Operators (2/2)
      4. 2.3 Global Simplification Operators (1/2)
      5. 2.3 Global Simplification Operators (2/2)
      6. 2.4 Simplification Frameworks (1/2)
      7. 2.4 Simplification Frameworks (2/2)
      8. 2.5 Conclusions
    3. Chapter 3. Simplification Error Metrics
      1. 3.1 Why Measure Error?
      2. 3.2 Key Elements (1/3)
      3. 3.2 Key Elements (2/3)
      4. 3.2 Key Elements (3/3)
      5. 3.3 Range of Approaches (1/5)
      6. 3.3 Range of Approaches (2/5)
      7. 3.3 Range of Approaches (3/5)
      8. 3.3 Range of Approaches (4/5)
      9. 3.3 Range of Approaches (5/5)
      10. 3.4 Conclusions
  11. Part II: Application
    1. Chapter 4. Run-Time Frameworks
      1. 4.1 Lod Selection Factors (1/2)
      2. 4.1 Lod Selection Factors (2/2)
      3. 4.2 Fixed-Frame Rate Schedulers (1/2)
      4. 4.2 Fixed-Frame Rate Schedulers (2/2)
      5. 4.3 View-Dependent LOD (1/2)
      6. 4.3 View-Dependent LOD (2/2)
      7. 4.4 Blending Between Transitions
      8. 4.5 Conclusions
    2. Chapter 5. A Catalog of Useful Algorithms
      1. 5.1 Vertex Clustering (1/2)
      2. 5.1 Vertex Clustering (2/2)
      3. 5.2 Vertex Decimation
      4. 5.3 Quadric Error Metrics
      5. 5.4 RSimp: Reverse Simplification
      6. 5.5 Image-Driven Simplification
      7. 5.6 Skip Strips
      8. 5.7 Triangulation of Polygonal Models
      9. 5.8 Conclusions
    3. Chapter 6. Gaming Optimizations
      1. 6.1 Introduction
      2. 6.2 The Game Environment
      3. 6.3 Game-Specific Difficulties With LOD (1/2)
      4. 6.3 Game-Specific Difficulties With LOD (2/2)
      5. 6.4 Classic LOD Suitability to Games (1/2)
      6. 6.4 Classic LOD Suitability to Games (2/2)
      7. 6.5 Nongeometric Level of Detail
      8. 6.6 Imposters
      9. 6.7 Selection and Metrics
      10. 6.8 Conclusions
    4. Chapter 7. Terrain Level of Detail
      1. 7.1 Introduction
      2. 7.2 Multiresolution Techniques for Terrain (1/3)
      3. 7.2 Multiresolution Techniques for Terrain (2/3)
      4. 7.2 Multiresolution Techniques for Terrain (3/3)
      5. 7.3 Catalog of Useful Terrain Algorithms (1/4)
      6. 7.3 Catalog of Useful Terrain Algorithms (2/4)
      7. 7.3 Catalog of Useful Terrain Algorithms (3/4)
      8. 7.3 Catalog of Useful Terrain Algorithms (4/4)
      9. 7.4 Georeferencing Issues (1/2)
      10. 7.4 Georeferencing Issues (2/2)
      11. 7.5 Geospatial File Formats
      12. 7.6 Terrain Data On the Web
      13. 7.7 Conclusions
  12. Part III: Advanced Issues
    1. Chapter 8. Perceptual Issues
      1. 8.1 Motivation
      2. 8.2 Some Perceptually Motivated LOD Criteria
      3. 8.3 Introduction to Vision (1/2)
      4. 8.3 Introduction to Vision (2/2)
      5. 8.4 Measuring Visual Sensitivity (1/4)
      6. 8.4 Measuring Visual Sensitivity (2/4)
      7. 8.4 Measuring Visual Sensitivity (3/4)
      8. 8.4 Measuring Visual Sensitivity (4/4)
      9. 8.5 Managing LOD Through Visual Complexity
      10. 8.6 Modeling Contrast Sensitivity (1/2)
      11. 8.6 Modeling Contrast Sensitivity (2/2)
      12. 8.7 Example Implementations
      13. 8.8 Conclusions
    2. Chapter 9. Measuring Visual Fidelity
      1. 9.1 Why Measure Fidelity?
      2. 9.2 Experimental Measures
      3. 9.3 Automatic Measures for Static Imagery
      4. 9.4 Automatic Measures for Run-Time LOD
      5. 9.5 Automatic Measures for Simplification
      6. 9.6 Evaluation of LOD Techniques and Measures
      7. 9.7 Conclusions
    3. Chapter 10. Temporal Detail
      1. 10.1 Introduction
      2. 10.2 Measuring Temporal Detail (1/2)
      3. 10.2 Measuring Temporal Detail (2/2)
      4. 10.3 Controlling Temporal Detail (1/2)
      5. 10.3 Controlling Temporal Detail (2/2)
      6. 10.4 Temporal Detail and User Performance (1/2)
      7. 10.4 Temporal Detail and User Performance (2/2)
      8. 10.5 Trading off Temporal and Visual Detail
      9. 10.6 A Practical Summarization
      10. 10.7 Conclusions
  13. Glossary of Terms (1/4)
  14. Glossary of Terms (2/4)
  15. Glossary of Terms (3/4)
  16. Glossary of Terms (4/4)
  17. References (1/5)
  18. References (2/5)
  19. References (3/5)
  20. References (4/5)
  21. References (5/5)
  22. Index (1/8)
  23. Index (2/8)
  24. Index (3/8)
  25. Index (4/8)
  26. Index (5/8)
  27. Index (6/8)
  28. Index (7/8)
  29. Index (8/8)

Product information

  • Title: Level of Detail for 3D Graphics
  • Author(s): David Luebke, Martin Reddy, Jonathan D. Cohen, Amitabh Varshney, Benjamin Watson, Robert Huebner
  • Release date: July 2002
  • Publisher(s): Morgan Kaufmann
  • ISBN: 9780080510118