Level of Detail for 3D Graphics.pdf

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CRITICAL ACCLAIM FOR LEVEL OF DETAIL FOR 3D GRAPHICS
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. The
book gives both a survey of existing techniques and some specific examples of LOD
use, which is what makes it uniquely valuable. If you’re a game developer who is just
starting out, and you want to come up to speed on the state of the art in LOD, you can
read through the initial chapters to familiarize yourself with the important concepts.
On the other hand, if you’re familiar with LOD techniques but perhaps not how to
use them in a real-time system, you can jump straight to the game development and
terrain rendering chapters. Great stuff!
Theextensivesetofreferencesattheendofthebookisquitenicetohaveaswell.
One of the challenges in implementing a cutting-edge technique and altering it to suit
your application is understanding the algorithm to its core. It’s invaluable having all
of those references in one place, so that you can easily find the exact paper where the
technique you want to implement was first detailed.
Mark DeLoura
Manager of Developer Relations, Sony Computer Entertainment America
Creator, Game Programming Gems series
A fantastic and well-written book, filled with a lot of very useful information. There
is no other like it on the market.
The concept of level of detail is an important one in the field of computer graph-
ics, dating back to James Clark’s 1976 Communications of the ACM paper entitled
“Hierarchic al Geometric Models for Visible Surface Algorithms.” Current books on
graphics discuss only the basics of level of detail and present one or more of a small
number of algorithms on the topic. The field has evolved greatly over the last decade
to the point where there is a lot more to say about it.
Level of Detail for 3D Graphics says it all! This is the first and only book that
provides a comprehensive coverage about level of detail. At a high level, the book
is organized into three parts. The first concerns theory and algorithms for generation
of level of detail. The second discusses applications, including optimizations for game
programming and level of detail for terrain. The third details advanced issues, includ-
ing a discussion on visual systems and on temporal level of detail. At a low level, the
book is well written and the authors cover the topics in meticulous detail. Not only
are the algorithms themselves presented but comparisons are made between them so
you know which one is the best choice for your application. This book is packed with
information. When you are finished reading it, all you will be able to say is “Wow!”
Level of Detail for 3D Graphics is absolutely a must-have book for practitioners in
any graphics field including game programming, scientific or medical visualization,
computer aided design, or virtual reality systems.
Dave Eberly
President, Magic Software, Inc.
Team LRN
A comprehensive presentation of the terminology, theory, and practice of mesh sim-
plification. Includes extensive references to Web-accessible source code and data. This
book will find a choice spot on my bookshelf.
Will Schroeder
Cofounder, Kitware, Inc.
I like the writing style of the book! The first three chapters nicely outline and divide
concepts that have been floating around the literature. The book presents a good
classification of algorithms and their general strategies and variations. I hope this
classification extends to the research community and fosters better communication
among researchers.
The applications section gives a solid glimpse into the issues and complexities that
arise when developing geometry-rendering systems for real and large applications.
The advanced issues section is very enlightening! The summary of perceptual
issues and the ideas for measuring visual fidelity will help both new and experienced
researchers develop novel and revolutionary algorithms to take level-of-detail work
to the next stage.
The book does a great job of piecing together years of work and presenting it in
an organized fashion. This betters the understanding for both new and experienced
researchers, and it provides a mechanism to put researchers on the same wavelength,
thus promoting better communication. In addition, the advanced issues section of
the book contains several forward-looking concepts that hopefully will take level-of-
detail work to the next stage!
Daniel Aliaga
Computer Graphics Researcher
Bell Laboratories
Team LRN
LEVEL OF DETAIL FOR 3D GRAPHICS
Team LRN
The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling
Series Editor: Brian A. Barsky, University of California, Berkeley
Level of Detail for 3D Graphics
David Luebke, Martin Reddy, Jonathan D. Cohen,
Amitabh Varshney, Benjamin Watson, and Robert
Huebner
Geometric Tools for Computer Graphics
Philip Schneider and David Eberly
Texturing & Modeling: A Procedural Approach,
Third Edition
David S. Ebert, F. Kenton Musgrave, Darwyn Peachey,
Ken Perlin, and Steven Worley
Jim Blinn’s Corner: Notation, Notation, Notation
Jim Blinn
Understanding Virtual Reality
William Sherman and Alan Craig
Digital Video and HDTV Algorithms and Interfaces
Charles Poynton
Andrew Glassner’s Notebook: Recreational Computer
Graphics
Andrew S. Glassner
Warping and Morphing of Graphical Objects
Jonas Gomes, Lucia Darsa, Bruno Costa, and Luiz
Velho
Jim Blinn’s Corner: Dirty Pixels
Jim Blinn
Rendering with Radiance: The Art and Science of
Lighting Visualization
Greg Ward Larson and Rob Shakespeare
Introduction to Implicit Surfaces
Edited by Jules Bloomenthal
Jim Blinn’s Corner: A Trip Down the Graphics Pipeline
Jim Blinn
Interactive Curves and Surfaces: A Multimedia Tutorial
on CAGD
Alyn Rockwood and Peter Chambers
Wavelets for Computer Graphics: Theory and Applica-
tions
Eric J. Stollnitz, Tony D. DeRose, and David H. Salesin
Principles of Digital Image Synthesis
Andrew S. Glassner
Radiosity & Global Illumination
Francois X. Sillion and Claude Puech
Knotty: A B-Spline Visualization Program
Jonathan Yen
User Interface Management Systems: Models and Algo-
rithms
Dan R. Olsen, Jr.
Making Them Move: Mechanics, Control, and Anima-
tion of Articulated Figures
Edited by Norman I. Badler, Brian A. Barsky, and
David Zeltzer
Geometric and Solid Modeling: An Introduction
Christoph M. Hoffmann
An Introduction to Splines for Use in Computer Graphics
and Geometric Modeling
Richard H. Bartels, John C. Beatty, and Brian A. Barsky
Pyramid Algorithms: A Dynamic Programming Ap-
proach to Curves and Surfaces for Geometric Modeling
Ron Goldman
Non-Photorealistic Computer Graphics: Modeling, Ren-
dering, and Animation
Thomas Strothotte and Stefan Schlechtweg
Curves and Surfaces for CAGD: A Practical Guide,
Fifth Edition
Gerald Farin
Subdivision Methods for Geometric Design: A Construc-
tive Approach
Joe Warren and Henrik Weimer
Computer Animation: Algorithms and Techniques
Rick Parent
The Computer Animator’s Technical Handbook
Lynn Pocock and Judson Rosebush
Advanced RenderMan: Creating CGI for Motion Pictures
Anthony A. Apodaca and Larry Gritz
Curves and Surfaces in Geometric Modeling: Theory and
Algorithms
Jean Gallier
Team LRN
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