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
- Cover image
- Title page
- Table of Contents
- Endorsement
- Copyright
- Dedication
- About the Authors
- Preface
- Chapter 1: Introduction
- Chapter 2: Geometry and Transformations
- Chapter 3: Shapes
- Chapter 4: Primitives and Intersection Acceleration
- Chapter 5: Color and Radiometry
- Chapter 6: Camera Models
- Chapter 7: Sampling and Reconstruction
- Chapter 8: Reflection Models
- Chapter 9: Materials
- Chapter 10: Texture
- Chapter 11: Volume Scattering
- Chapter 12: Light Sources
- Chapter 13: Monte Carlo Integration I: Basic Concepts
- Chapter 14: Monte Carlo Integration II: Improving Efficiency
- Chapter 15: Light Transport I: Surface Reflection
- Chapter 16: Light Transport II: Volume Rendering
- Chapter 17: Light Transport III: Precomputed Light Transport
- Chapter 18: Retrospective and the Future
- Utilities
- Scene Description Interface
- Index of Fragments
- Index of Classes and their Members
- Index of Miscellaneous Identifiers
- References
- Index
- Colophon
Product information
- Title: Level of Detail for 3D Graphics
- Author(s):
- Release date: July 2002
- Publisher(s): Morgan Kaufmann
- ISBN: 9780080510118
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