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Level of Detail for 3D Graphics (The Morgan Kaufmann Series in Computer Graphics)
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Review
"A textbook treatment of the concepts, theories, algorithms and data structures essential for modeling detailed three-dimensional graphic worlds. The authors provide a conceptual framework for striking the tricky balance between increasing levels of detail (LOD) and the need for smooth, flowing animation. This technical reference will be of use to professionals in game development, computer animation, information visualization, and virtual reality fields." - Design Issues
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From the Back Cover
"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 HillLevel 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.
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Product details
Series: The Morgan Kaufmann Series in Computer Graphics
Hardcover: 432 pages
Publisher: Morgan Kaufmann; 1 edition (August 5, 2002)
Language: English
ISBN-10: 1558608389
ISBN-13: 978-1558608382
Product Dimensions:
7.5 x 1.2 x 9.5 inches
Shipping Weight: 2.2 pounds
Average Customer Review:
4.4 out of 5 stars
2 customer reviews
Amazon Best Sellers Rank:
#1,691,574 in Books (See Top 100 in Books)
Level of Detail for 3D Graphics (02) by Luebke, David - Reddy, Martin - Cohen, Jonathan D - Varshney, [Hardcover (2002)]LOD - Level of Detail - is a very important subject in computer graphics. By defining correctly the LOD to apply in the program (game, scientific visualization, rendering in general) the programmer or scientist avoid a lot of CPU work, by rendering scenes in less time, for both real time 3d action game or a petroleum reservoir simulation.This book covers very well this subject, being a useful support for game programmers/engineers and, at same time, giving a solid theorical background to the reader.Most 3D libraries today have LOD in their functions, but as they are general purpose, of course aren't optimized for special conditions. This book provides informaton to allow the reader to write his/her own optimized code.
This book gives an excellent overview of the problems and solutions to level-of-detail rendering. Few books in the computer graphics field are this well written.A few things to note: - Though there's plenty of material on simplification of polygonal meshes, there doesn't seem to be much on volume (tetrahedral) simplification. My impression is that volume simplification is kind of hairy, though, and might require its own textbook. - If you wish to do your own level of detail rendering, you may end up reading the papers referred to in the book. Most of those papers are available online (try google). - The terrain chapter is great, and even deals with real-world issues (geospatial file formats, terrain data on the web, what a geoid is, etc) in addition to an overview of different approaches to terrain simplification.If you're doing level-of-detail stuff, it is basically your duty to buy this book. I only wish I'd bought it eariler.
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