Level of Detail for 3D Graphics (The Morgan Kaufmann Series in Computer Graphics) 1st Edition
| Martin Reddy (Author) Find all the books, read about the author, and more. See search results for this author |
Use the Amazon App to scan ISBNs and compare prices.
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.
Customers who bought this item also bought
Editorial Reviews
Review
From the Back Cover
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.|"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. Visithttp://LODBook.com.
About the Author
Dr. Martin Reddy is the founder and CEO of the software consultancy firm Code Reddy Inc. He holds a Ph.D. in Computer Science and has over 15 years of experience in the software industry. During this time, he has written 3 software patents and has published over 40 professional articles and a book on 3D computer graphics.
Dr. Reddy worked for 6 years at Pixar Animation Studios where he was lead engineer for the studio’s in-house animation system. This work involved the design and implementation of various APIs to support several Academy Award-winning and nominated films, such as "Finding Nemo", "The Incredibles", "Cars", "Ratatouille", and "Wall-E."
Dr. Reddy currently works for Linden Lab on the Second Life Viewer, an online 3D virtual world that has been used by over 16 million users around the world. His work is currently focused on a radical redesign of the Second Life Viewer, putting in place a suite of robust APIs to enable extensibility and scriptability.
Jonathan D. Cohen is an Assistant Professor in the Department of Computer Science at The Johns Hopkins University. He earned his Doctoral and Masters degrees from The University of North Carolina at Chapel Hill and earned his Bachelors degree from Duke University. His interests include polygonal simplification and other software acceleration techniques, parallel rendering architectures, collision detection, and high-quality interactive computer graphics. Jon’s e-mail address is cohen@cs.jhu.edu.
Amitabh Varshney Amitabh is an Associate Professor in the Department of Computer Science at the University of Maryland. His research interests lie in interactive computer graphics, scientific visualization, molecular graphics, and CAD. Varshney has worked on several aspects of level-of-detail simplifications including topology-preserving and topology-reducing simplifications, view-dependent simplifications, parallelization of simplification computation, as well as using triangle strips in multiresolution rendering. Varshney received his PhD and MS from the University of North Carolina at Chapel Hill in 1994 and 1991 respectively. He received his B. Tech. in Computer Science from the Indian Institute of Technology at Delhi in 1989.
Benjamin Watson Ben is an Assistant Professor in Computer Science at Northwestern University. He earned his doctoral and Masters degrees at Georgia Tech's GVU Center, and his Bachelors degree at the University of California, Irvine. His dissertation focused on user performance effects of dynamic level of detail management. His other research interests include object simplification, medical applications of virtual reality, and 3D user interfaces.
Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.
Product details
- Publisher : Morgan Kaufmann; 1st edition (August 5, 2002)
- Language : English
- Hardcover : 416 pages
- ISBN-10 : 1558608389
- ISBN-13 : 978-1558608382
- Item Weight : 2.17 pounds
- Dimensions : 7.5 x 1.25 x 9.5 inches
- Best Sellers Rank: #4,491,059 in Books (See Top 100 in Books)
- #605 in 3D Graphic Design
- #646 in Computer Programming Structured Design
- #1,163 in Structural Engineering
- Customer Reviews:
About the author

Discover more of the author’s books, see similar authors, read author blogs and more
Customer reviews
Top reviews from the United States
There was a problem filtering reviews right now. Please try again later.
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.
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.


