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E-raamat: Level of Detail for 3D Graphics

(University of Virginia, Charlottesville, VA, USA), , (University of Maryland, College Park, MD,), , (Johns Hopkins University, Baltimore, Maryland, U.S.A.), (Fellow of the IEEE, a Fellow of the AAIA, and a Distinguished Member of the ACM.)
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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.


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.

Arvustused

"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

Muu info

* 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.
Foreword ix
Preface xix
About The Authors xxiii
PART I Generation
Introduction
3(16)
Coverage and Organization
6(1)
History
7(1)
Simplifications in Computer Graphics
8(1)
Lod Frameworks
9(4)
Discrete LOD
9(1)
Continuous LOD
10(1)
View-Dependent LOD
10(2)
LOD in Practice
12(1)
Polygonal Meshes
13(4)
Topology
14(3)
Fidelity Metrics
17(2)
Mesh Simplification
19(28)
Overview
19(2)
Fidelity-Based Simplification
20(1)
Budget-Based Simplification
20(1)
Local Simplification Operators
21(7)
Edge Collapse
21(2)
Vertex-Pair Collapse
23(1)
Triangle Collapse
24(1)
Cell Collapse
24(1)
Vertex Removal
25(1)
Polygon Merging
25(1)
General Geometric Replacement
26(1)
Comparing the Local Simplification Operators
27(1)
Global Simplification Operators
28(10)
Volume Processing
29(3)
Alpha-Hull-Based Topology Simplifications
32(5)
When Is Topology Simplification Desirable?
37(1)
When Is Topology Simplification Unacceptable?
37(1)
Simplification Frameworks
38(8)
Nonoptimizing
39(1)
Greedy
40(1)
Lazy
41(1)
Estimating
42(1)
Independent
43(1)
Interleaved Simplification Operators
44(2)
Conclusions
46(1)
Simplification Error Metrics
47(40)
Why Measure Error?
48(2)
Guide and Improve the Simplification Process
48(1)
Know the Quality of the Results
48(1)
Know When to Show a Particular LOD
49(1)
Balance Quality across a Large Environment
49(1)
Key Elements
50(11)
Geometric Error
50(5)
Attribute Error
55(5)
Combining Errors
60(1)
Incremental and Total Error
60(1)
Range of Approaches
61(21)
Vertex-Vertex Distance
61(4)
Vertex-Plane Distance
65(4)
Vertex-Surface Distance
69(3)
Surface-Surface Distance
72(9)
Image Metric
81(1)
Conclusions
82(5)
PART II Application
Run-Time Frameworks
87(34)
LOD Selection Factors
88(8)
Distance
88(2)
Size
90(1)
Priority
91(2)
Hysteresis
93(1)
Environmental Conditions
94(1)
Perceptual Factors
94(2)
Fixed-Frame Rate Schedulers
96(8)
Reactive Fixed-Frame Rate
96(2)
Predictive Fixed-Frame Rate
98(6)
View-Dependent Lod
104(10)
Overview
104(1)
The Vertex Hierarchy
105(2)
Variations on the Vertex Hierarchy
107(1)
View-Dependent Criteria
107(3)
Tracking Mesh Dependencies
110(3)
Global Simplification
113(1)
Blending Between Transitions
114(5)
Alpha Blending
114(2)
Geomorphs
116(3)
Conclusions
119(2)
A Catalog of Useful Algorithms
121(30)
Vertex Clustering
122(6)
Overview
122(1)
Vertex Importance
122(1)
Clustering Vertices and Filtering Degenerate Triangles
123(1)
Displaying Degenerate Triangles
124(1)
Advantages and Disadvantages
124(1)
Floating-Cell Clustering
125(2)
Simplifying Massive Models
127(1)
Vertex Decimation
128(5)
Overview
129(1)
Classification of Vertices
129(1)
Decimation Criteria
130(1)
Triangulation
130(1)
Advantages and Disadvantages
130(1)
Topology-Modifying Continuous LOD
131(2)
Quadric Error Metrics
133(3)
Overview
133(1)
Recap: Measuring Surface Error with Quadrics
133(1)
Candidate Vertex Pairs
134(1)
Details of the Algorithm
135(1)
Accounting for Vertex Attributes
135(1)
RSimp: Reverse Simplification
136(3)
Overview
136(1)
Normal Variation Error Metric
137(1)
Cluster Splitting
137(1)
Advantages and Disadvantages
138(1)
Simplifying Massive Models
139(1)
Image-Driven Simplification
139(3)
Overview
140(1)
Image Metrics
141(1)
Evaluating Edge Cost
142(1)
Fast Image Updates
142(1)
Skip Strips
142(4)
An Aside: The Vertex Cache
146(1)
Triangulation of Polygonal Models
146(4)
Conclusions
150(1)
Gaming Optimizations
151(34)
Introduction
152(1)
The Game Environment
152(5)
Constant Frame Rate
152(1)
Very Low Memory
153(1)
Multiple Instantiations
153(1)
Scalable Platforms
154(1)
Fill Rate Versus Triangle Rate
154(2)
Average Triangle Size
156(1)
Game-Specific Difficulties with Lod
157(6)
Modeling Practices
157(3)
Hardware Transformation and Lighting
160(1)
Static and Dynamic Geometry
161(1)
Cache Coherence and Triangle Strips
162(1)
Vector Unit Packetization
162(1)
Classic Lod Suitability to Games
163(8)
Discrete LOD
163(3)
Continuous LOD
166(3)
Higher-Order Surfaces
169(1)
Shadow LOD
169(2)
Nongeometric Level of Detail
171(4)
Shader LOD
171(1)
Vertex-Processing LOD
172(2)
Object Priority
174(1)
Lighting
175(1)
Imposters
175(5)
Prerendered Texture Imposters
176(2)
Render-to-Texture
178(1)
Geometric Imposters
179(1)
Selection and Metrics
180(2)
Distance Selection
180(1)
Game-Specific Metrics
180(1)
LOD Blending
181(1)
Conclusions
182(3)
Terrain Level of Detail
185(46)
Introduction
186(1)
Multiresolution Techniques for Terrain
187(13)
Top Down and Bottom Up
187(1)
Regular Grids and TINs
188(2)
Quadtrees and Bintrees
190(3)
Tears, Cracks, and T-Junctions
193(1)
Paging, Streaming, and Out of Core
194(4)
Texture-Mapping Issues
198(2)
Catalog of Useful Terrain Algorithms
200(18)
Continuous LOD for Height Fields
200(2)
The Roam Algorithm
202(4)
Real-Time Generation of Continuous LOD
206(2)
View-Dependent Progressive Meshes for Terrain
208(3)
Multitriangulation
211(2)
Visualization of Large Terrains Made Easy
213(5)
Georeferencing Issues
218(7)
Ellipsoids
218(2)
Geoids
220(2)
Datums
222(1)
Coordinate Systems
222(3)
Geospatial File Formats
225(1)
Terrain Data on the Web
226(2)
Conclusions
228(3)
PART III Advanced Issues
Perceptual Issues
231(48)
Motivation
232(1)
Some Perceptually Motivated Lod Criteria
232(7)
Eccentricity Level of Detail
233(2)
Velocity Level of Detail
235(1)
Depth-of Field Level of Detail
236(1)
Applicability of Gaze-Directed Techniques
237(2)
The Need for Better Perceptual Models
239(1)
Introduction to Vision
239(9)
The Visual System
239(1)
The Eye
240(5)
The Visual Cortex
245(1)
Sensitivity to Visual Detail
245(2)
The Multichannel Model
247(1)
Measuring Visual Sensitivity
248(16)
Contrast Gratings and Spatial Frequency
248(2)
The Contrast Sensitivity Function
250(1)
An Aside: Visual Acuity
250(2)
Applicability of the CSF Model
252(3)
Other Perceptual Phenomena
255(8)
Further Reading
263(1)
Managing Lod Through Visual Complexity
264(1)
Modeling Contrast Sensitivity
265(7)
Incorporating Velocity into the Model
266(1)
Incorporating Eccentricity into the Model
267(2)
Modeling Visual Acuity
269(1)
Incorporating the Display into the Model
269(1)
Visualizing the Effect of the Perceptual Model
270(2)
Example Implementations
272(5)
Perceptually Modulated LOD
272(1)
Imperceptible Gaze-Directed Simplification
273(2)
Perceptually Optimized 3D Graphics
275(2)
Conclusions
277(2)
Measuring Visual Fidelity
279(22)
Why Measure Fidelity?
280(1)
Experimental Measures
280(6)
Search Performance
280(1)
Naming Times
281(2)
Subjective Ratings
283(1)
Threshold Testing
284(1)
Comparing Experimental Measures
285(1)
Automatic Measures for Static Imagery
286(5)
Digital Measures
286(1)
Single-Channel Measures
287(1)
Multi-Channel Measures
288(1)
Evaluating Measure Accuracy
289(2)
Applications in Graphics
291(1)
Automatic Measures for Run-Time Lod
291(3)
Fidelity Measurement for Run-Time Lod
292(1)
Contrast Sensitivity in Run-Time Lod
292(2)
Automatic Measures for Simplification
294(1)
Evaluation of Lod Techniques and Measures
295(3)
Search with Low Fidelity Peripheries
295(1)
Visual Fidelity Measures and Simplification
295(3)
Conclusions
298(3)
Temporal Detail
301(30)
Introduction
301(1)
Measuring Temporal Detail
302(7)
Frame Rate and Refresh Rate
303(2)
System Latency and Responsiveness
305(2)
Two Example Systems
307(2)
Controlling Temporal Detail
309(6)
Frame-Only Manipulation
309(1)
Latency-Only Manipulation
310(2)
Frame-Latency Manipulation
312(1)
Comparing and Using Manipulations
313(2)
Temporal Detail and User Performance
315(9)
Perceptual Limits
315(1)
Open- and Closed-Loop Tasks
316(1)
Closed-Loop Tasks as Dynamic Control Systems
317(2)
Designing for Successful Dynamic Control
319(2)
Temporal Detail and Complex Tasks
321(3)
Trading Off Temporal and Visual Detail
324(2)
A Practical Summarization
326(3)
Conclusions
329(2)
Glossary of Terms 331(18)
References 349(22)
Index 371


David Luebke David is an Assistant Professor in the Department of Computer Science at the University of Virginia. His principal research interest is the problem of rendering very complex scenes at interactive rates. His research focuses on software techniques such as polygonal simplification and occlusion culling to reduce the complexity of such scenes to manageable levels. Luebke's dissertation research, summarized in a SIGGRAPH '97 paper, introduced a dynamic, view-dependent approach to polygonal simplification for interactive rendering of extremely complex CAD models. He earned his Ph.D. at the University of North Carolina, and his Bachelors degree at the Colorado College. Dr. Martin Reddy holds a Ph.D. in Computer Science and has over 30 years of experience in the software industry. He is a Fellow of the IEEE, a Fellow of the AAIA, and a Distinguished Member of the ACM. He has published 10 patents, over 40 professional articles, and 2 books. Martin was co-founder and CTO of the AI startup, PullString, where he oversaw the development of the company's technology until it was acquired by Apple in 2019. While at Apple, Martin was a software architect responsible for the architecture and APIs of major components of the Siri virtual assistant. Before that, Dr. Reddy worked for 6 years at Pixar Animation Studios where he was a lead engineer for the studio's in-house animation system. He worked on several Academy Award Winning and Nominated films, such as "Finding Nemo", "The Incredibles", "Cars", "Ratatouille", and "Wall-E". He was also the hair model for Mr Incredible. Martin began his career at SRI International where he worked on a distributed 3D terrain visualization system and co-authored the geospatial functionality in the VRML and X3D ISO standards. Martin was awarded Alumnus of the Year by his alma mater, Strathclyde University.

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. Jons 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. Robert Huebner Robert is the Director of Technology at Nihilistic Software, an independent development studio located in Marin County, California. Prior to co-founding Nihilistic, Robert has worked on a number of successful game titles including "Jedi Knight: Dark Forces 2" for LucasArts Entertainment, "Descent" for Parallax Software, and "Starcraft" for Blizzard Entertainment. Nihilistic's first title, "Vampire The Masquerade: Redemption" was released for the PC in 2000 and sold over 500,000 copies worldwide. Nihilistic's second project will be released in the Winter of 2002 on next-generation game consoles. Robert has spoken on game technology topics at SIGGRAPH, the Game Developer's Conference (GDC), and Electronic Entertainment Expo (E3). He also serves on the advisory board for the Game Developer's Conference and the International Game Developer's Association (IGDA).