Level of detail for 3D graphics /
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...
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Corporate Authors: | |
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Group Author: | |
Published: |
Morgan Kaufmann Publishers,
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Publisher Address: | Boston, MA : |
Publication Dates: | 2003. |
Literature type: | eBook |
Language: | English |
Edition: | First edition. |
Series: |
The Morgan Kaufmann series in computer graphics and geometric modeling
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Subjects: | |
Online Access: |
http://www.sciencedirect.com/science/book/9781558608382 |
Summary: |
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, i |
Carrier Form: | 1 online resource (xxiv, 390 pages) : illustrations (some color). |
Bibliography: | Includes bibliographical references (pages 349-369) and index. |
ISBN: |
0585450862 9780585450865 9781558608382 1558608389 |
Index Number: | T385 |
CLC: | TP391.41 |
Contents: |
Preface -- Foreword -- Part I: Generation -- 1. Introduction -- 2. Mesh Simplification -- 3. Error Metrics -- Part II: Application -- 4. Runtime Frameworks -- 5. Catalog of Useful Algorithms -- 6. Gaming Optimizations -- 7. Terrain Level of Detail -- Part III: Advanced Issues -- 8. Perceptual Issues -- 9. Measuring Visual Fidelity -- 10. Temporal LOD -- Glossary -- Bibliography. Mesh simplification -- Simplification error metrics -- Run-time frameworks -- A catalog of useful algorithms -- Gaming optimizations -- Terrain level of detail -- Perceptual issues -- Measuring visual fidelity -- Temporal detail. |