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.
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second.
[EM85] H. Edelsbrunner and H. A. Maurer. Finding extreme points in three dimensions and solving the post-office problem in the plane. Inform. Process. Lett., 21:39–47, 1985. [Eng02] Wolfgang F. Engel, ed. Direct3D ShaderX: Vertex and ...
You can now re-build and run viewit3d to see the affects of performance sensitive control on the level-of-detail of the graphic during a JOEY camera interaction. You will notice that the display simplifies until the update rate falls ...
Supported with code examples and the authors’ real-world experience, this book offers the first guide to engine design and rendering algorithms for virtual globe applications like Google Earth and NASA World Wind.
The first book on the new way to present interactive 3D content over the Web, written by two of the designers of the standard Plentiful illustrations and screen shots in the full color text Companion website with extensive content, ...
Graphics and game developers must learn to program for mobility. This book will teach you how.
This book constitutes the proceedings of the 4th International Workshop on Motion in Games, held in Edinburgh, UK, in November 2011.
Bigler, J., A. Stephens, and S. Parker. 2006. Design for parallel interactive ray tracing systems. IEEE Symposium on Interactive Ray Tracing, pp. 187–195. Bikker, J. and R. Reijerse. 2009. A precalculated point set for caching shading ...
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world.
This book is an essential tool for second-year undergraduate students and above, providing clear and concise explanations of the basic concepts of computer graphics, and enabling the reader to immediately implement these concepts in Java 2D ...