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Level of Detail for 3D Graphics (The Morgan Kaufmann Series in Computer Graphics)
 
 
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Level of Detail for 3D Graphics (The Morgan Kaufmann Series in Computer Graphics) [Hardcover]

David Luebke (Author), Martin Reddy (Author), Jonathan D. Cohen (Author), Amitabh Varshney (Author), Benjamin Watson (Author), Robert Huebner (Author)
5.0 out of 5 stars  See all reviews (2 customer reviews)


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Book Description

1558608389 978-1558608382 August 5, 2002 1


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.



Editorial Reviews

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

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 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.

Product Details

  • Hardcover: 432 pages
  • Publisher: Morgan Kaufmann; 1 edition (August 5, 2002)
  • Language: English
  • ISBN-10: 1558608389
  • ISBN-13: 978-1558608382
  • Product Dimensions: 9 x 7.2 x 1.3 inches
  • Shipping Weight: 2.2 pounds
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #1,285,722 in Books (See Top 100 in Books)

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30 of 32 people found the following review helpful:
5.0 out of 5 stars well written, clearly illustrated, November 30, 2002
Amazon Verified Purchase(What's this?)
This review is from: Level of Detail for 3D Graphics (The Morgan Kaufmann Series in Computer Graphics) (Hardcover)
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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6 of 69 people found the following review helpful:
5.0 out of 5 stars Luebke, August 27, 2002
By A Customer
This review is from: Level of Detail for 3D Graphics (The Morgan Kaufmann Series in Computer Graphics) (Hardcover)
This is clearly one of the most outstanding Level-of-Detail-for-3D-Graphics-algorithm-survey books currently in print. However I find Luebke, et al.'s choice of a subtitle puzzling. Clearly it should be "Level of Detail for 3D Graphics: Theory and Application", rather than "Level of Detail for 3D Graphics: Application and Theory". If Luebke, et. al. wanted to emphasize the applied nature of their work, it would've been more appropriate to title it "Level of Detail for 3D Graphics: Application, then Theory, and finally some more Application".

Frankly this oversight ruined the whole experience for me.

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Inside This Book (learn more)
First Sentence:
Practitioners of computer graphics have always struggled with the tradeoff between complexity and performance. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
vertex removal operation, lazy queuing algorithm, peripheral fidelity, vertex removal operator, most important vertex, multichannel measure, vertex hierarchy, manual control theory, edge collapse operator, binary triangle tree, simplified vertex, vertex decimation, silhouette preservation, triangle budget, skip strips, texture deviation, vertex clustering, topology simplification, simplification operators, edge collapse operations, adaptive simplification, error quadrics, volumetric domain, simplification framework, polygonal simplification
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Display Strip, Grand Canyon, Open Source, Silicon Graphics, Display Display, Idle Render, Puget Sound, Crystal Space, Georgia Institute of Technology, Kluwer Academic Publishers, Renderer Render, Time Time, Naval Postgraduate School, University of North Carolina, Usability Center
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