Abbildung von: Level of Detail for 3D Graphics - Morgan Kaufmann

Level of Detail for 3D Graphics

Erschienen am 31. Juli 2002
Buch
Hardcover
416 Seiten
978-1-55860-838-2 (ISBN)
83,89 €inkl. 7% MwSt.
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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.
"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
Reihe
Sprache
Englisch
Verlagsort
San Francisco
USA
Verlagsgruppe
Elsevier Science & Technology
Zielgruppe
Für Beruf und Forschung
Computer graphics professionals, game developers
Maße
Höhe: 234 mm
Breite: 186 mm
Gewicht
980 gr
ISBN-13
978-1-55860-838-2 (9781558608382)
Schlagworte
Schweitzer Klassifikation
Thema Klassifikation
Newbooks Subjects & Qualifier
DNB DDC Sachgruppen
Dewey Decimal Classfication (DDC)
BIC 2 Klassifikation
BISAC Klassifikation
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. 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. 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).
PrefaceForewordPart I: Generation1. Introduction2. Mesh Simplification3. Error MetricsPart II: Application4. Runtime Frameworks5. Catalog of Useful Algorithms6. Gaming Optimizations7. Terrain Level of DetailPart III: Advanced Issues8. Perceptual Issues 9. Measuring Visual Fidelity 10. Temporal LODGlossaryBibliography