Level of detail for 3D graphics:
Gespeichert in:
Format: | Buch |
---|---|
Sprache: | English |
Veröffentlicht: |
Amsterdam [u.a.]
Kaufmann
2003
|
Ausgabe: | 1. ed. |
Schriftenreihe: | The Morgan Kaufmann series in computer graphics and geometric modeling
|
Schlagworte: | |
Online-Zugang: | Publisher description Table of contents Inhaltsverzeichnis |
Beschreibung: | Includes bibliographical references (p. 349-369) and index |
Beschreibung: | XXIV, 390 S. Ill., graph. Darst. |
ISBN: | 1558608389 |
Internformat
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Datensatz im Suchindex
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adam_text | LEVEL OF DETAIL FOR 3D GRAPHICS DAVID LUEBKE MARTIN REDDY JONATHAN D.
COHEN AMITABH VARSHNEY BENJAMIN WATSON ROBERT HUEBNER UNIVERSITY OF
VIRGINIA SRI INTERNATIONAL JOHNS HOPKINS UNIVERSITY UNIVERSITY OF
MARYLAND NORTHWESTERN UNIVERSITY NIHILISTIC SOFTWARE * MORGAN KAUFMANN
PUBLISHERS AN IMPRINT OF ELSEVIER SCIENCE AMSTERDAM BOSTON LONDON OXFORD
PARIS SAN DIEGO %/ SINGAPORE SYDNEY T NEW YORK FRANCISCO PART CHAPTER
CHAPTER CONTENTS FOREWORD IX PREFACE XIX ABOUT THE AUTHORS XXIII
GENERATION INTRODUCTION 1.1 COVERAGE AND ORGANIZATION 6 1.2 HISTORY 7
1.3 SIMPLIFICATIONS IN COMPUTER GRAPHICS 8 1.4 LOD FRAMEWORKS 9 1.4.1
DISCRETE LOD 9 1.4.2 CONTINUOUS LOD 10 1.4.3 VIEW-DEPENDENT LOD 10 1.4.4
LOD IN PRACTICE 12 1.5 POLYGONAL MESHES 13 1.5.1 TOPOLOGY 14 1.6
FIDELITY METRICS 17 MESH SIMPLIFICATION 19 2.1 OVERVIEW 19 2.1.1
FIDELITY-BASED SIMPLIFICATION 20 2.1.2 BUDGET-BASED SIMPLIFICATION 20 XI
XIL CONTENTS CHAPTER 2.2 LOCAL SIMPLIFICATION OPERATORS 21 2.2.1 EDGE
COLLAPSE 21 2.2.2 VERTEX-PAIR COLLAPSE 23 2.2.3 TRIANGLE COLLAPSE 24
2.2.4 CELL COLLAPSE 24 2.2.5 VERTEX REMOVAL 25 2.2.6 POLYGON MERGING 25
2.2.7 GENERAL GEOMETRIC REPLACEMENT 26 2.2.8 COMPARING THE LOCAL
SIMPLIFICATION OPERATORS 27 2.3 GLOBAL SIMPLIFICATION OPERATORS 28 2.3.1
VOLUME PROCESSING 29 2.3.2 ALPHA-HULL-BASED TOPOLOGY SIMPLIFICATIONS 32
2.3.3 WHEN IS TOPOLOGY SIMPLIFICATION DESIRABLE? 37 2.3.4 WHEN IS
TOPOLOGY SIMPLIFICATION UNACCEPTABLE? 37 2.4 SIMPLIFICATION FRAMEWORKS
38 2.4.1 NONOPTIMIZING 39 2.4.2 GREEDY 40 2.4.3 LAZY 41 2.4.4 ESTIMATING
42 2.4.5 INDEPENDENT 43 2.4.6 INTERLEAVED SIMPLIFICATION OPERATORS 44
2.5 CONCLUSIONS 46 SIMPLIFICATION ERROR METRICS 47 3.1 WHY MEASURE
ERROR? 48 3.1.1 GUIDE AND IMPROVE THE SIMPLIFICATION PROCESS 48 3.1.2
KNOW THE QUALITY OF THE RESULTS 48 3.1.3 KNOW WHEN TO SHOW A PARTICULAR
LOD 49 3.1.4 BALANCE QUALITY ACROSS A LARGE ENVIRONMENT 49 3.2 KEY
ELEMENTS 50 3.2.1 GEOMETRIC ERROR 50 3.2.2 ATTRIBUTE ERROR 55 3.2.3
COMBINING ERRORS 60 3.2.4 INCREMENTAL AND TOTAL ERROR 60 3.3 RANGE OF
APPROACHES 61 3.3.1 VERTEX-VERTEX DISTANCE 61 3.3.2 VERTEX-PLANE
DISTANCE 65 3.3.3 VERTEX-SURFACE DISTANCE 69 CONTENTS XIII 3.3.4
SURFACE-SURFACE DISTANCE 3.3.5 IMAGE METRIE 3.4 CONCLUSIONS 72 81 82
PART * APPLICATION CHAPTER RUN-TIME FRAMEWORKS 4.1 LOD SELECTION FACTORS
4.1.1 DISTANCE 4.1.2 SIZE 4.1.3 PRIORITY 4.1.4 HYSTERESIS 4.1.5
ENVIRONMENTAL CONDITIONS 4.1.6 PERCEPTUAL FACTORS 4.2 FIXED-FRAME RATE
SCHEDULERS 4.2.1 REACTIVE FIXED-FRAME RATE 4.2.2 PREDICTIVE FIXED-FRAME
RATE 4.3 VIEW-DEPENDENT LOD 4.3.1 OVERVIEW 4.3.2 THE VERTEX HIERARCHY
4.3.3 VARIATIONS ON THE VERTEX HIERARCHY 4.3.4 VIEW-DEPENDENT CRITERIA
4.3.5 TRACKING MESH DEPENDENCIES 4.3.6 GLOBAL SIMPLIFICATION 4.4
BLENDING BETWEEN TRANSITIONS 4.4.1 ALPHA BLENDING 4.4.2 GEOMORPHS 4.5
CONCLUSIONS 87 88 88 90 91 93 94 94 96 96 98 104 104 105 107 107 110 113
114 114 116 119 CHAPTER A CATALOG OF USEFUL ALGORITHMS 5.1 VERTEX
CLUSTERING 5.1.1 OVERVIEW 5.1.2 VERTEX IMPORTANCE 121 122 122 122 XIV
CONTENTS CHAPTER 5.1.3 CLUSTERING VERTICES AND FILTERING DEGENERATE
TRIANGLES 123 5.1.4 DISPLAYING DEGENERATE TRIANGLES 124 5.1.5 ADVANTAGES
AND DISADVANTAGES 124 5.1.6 FLOATING-CELL CLUSTERING 125 5.1.7
SIMPLIFYING MASSIVE MODELS 127 5.2 VERTEX DECIMATION 128 5.2.1 OVERVIEW
129 5.2.2 CLASSIFICATION OF VERTICES 129 5.2.3 DECIMATION CRITERIA 130
5.2.4 TRIANGULATION 130 5.2.5 ADVANTAGES AND DISADVANTAGES 130 5.2.6
TOPOLOGY-MODIFYING CONTINUOUS LOD 131 5.3 QUADRIC ERROR METRICS 133
5.3.1 OVERVIEW 133 5.3.2 RECAP: MEASURING SURFACE ERROR WITH QUADRICS
133 5.3.3 CANDIDATE VERTEX PAIRS 134 5.3.4 DETAILS OF THE ALGORITHM 135
5.3.5 ACCOUNTING FOR VERTEX ATTRIBUTES 135 5.4 RSLMP: REVERSE
SIMPLIFICATION 136 5.4.1 OVERVIEW 136 5.4.2 NORMAL VARIATION ERROR
METRIC 137 5.4.3 CLUSTER SPLITTING 137 5.4.4 ADVANTAGES AND
DISADVANTAGES 138 5.4.5 SIMPLIFYING MASSIVE MODELS 139 5.5 IMAGE-DRIVEN
SIMPLIFICATION 139 5.5.1 OVERVIEW 140 5.5.2 IMAGE METRICS 141 5.5.3
EVALUATING EDGE COST 142 5.5.4 FAST IMAGE UPDATES 142 5.6 SKIP STRIPS
142 5.6.1 AN ASIDE: THE VERTEX CACHE 146 5.7 TRIANGULATION OF POLYGONAL
MODELS 146 5.8 CONCLUSIONS 150 GAMING OPTIMIZATIONS 151 6.1 INTRODUCTION
152 6.2 THE GAME ENVIRONMENT 152 6.2.1 CONSTANT FRAME RATE 152 CHAPTER 7
CONTENTS XV 6.2.2 VERY LOW MEMORY 153 6.2.3 MULTIPLE INSTANTIATIONS 153
6.2.4 SCALABLE PLATFORMS 154 6.2.5 FILL RATE VERSUS TRIANGLE RATE 154
6.2.6 AVERAGE TRIANGLE SIZE 156 6.3 GAME-SPECIFIC DIFFICULTIES WITH LOD
157 6.3.1 MODELING PRACTICES 157 6.3.2 HARDWARE TRANSFORMATION AND
LIGHTING 160 6.3.3 STATIC AND DYNAMIC GEOMETRY 161 6.3.4 CACHE COHERENCE
AND TRIANGLE STRIPS 162 6.3.5 VECTOR UNIT PACKETIZATION 162 6.4 CLASSIC
LOD SUITABILITY ** GAMES 163 6.4.1 DISCRETE LOD 163 6.4.2 CONTINUOUS LOD
166 6.4.3 HIGHER-ORDER SURFACES 169 6.4.4 SHADOW LOD 169 6.5
NONGEOMETRIC LEVEL OF DETAIL 171 6.5.1 SHADERLOD 171 6.5.2
VERTEX-PROCESSING LOD 172 6.5.3 OBJECT PRIORITY 174 6.5.4 LIGHTING 175
6.6 IMPOSTERS 175 6.6.1 PRERENDERED TEXTURE IMPOSTERS 176 6.6.2
RENDER-TO-TEXTURE 178 6.6.3 GEOMETRIC IMPOSTERS 179 6.7 SELECTION AND
METRICS 180 6.7.1 DISTANCE SELECTION 180 6.7.2 GAME-SPECIFIC METRICS 180
6.7.3 LOD BLENDING 181 6.8 CONCLUSIONS 182 TERRAIN LEVEL OF DETAIL 185
7.1 INTRODUCTION 186 7.2 MULTIRESOLUTION TECHNIQUES FOR TERRAIN 187
7.2.1 TOP DOWN AND BOTTOM UP 187 7.2.2 REGULAR GRIDS AND TINS 188 7.2.3
QUADTREES AND BINTREES 190 7.2.4 TEARS, CRACKS, AND T-JUNCTIONS 193 XVI
CONTENTS PART * CHAPTER 8 7.2.5 PAGING, STREAMING, AND OUT OF CORE 194
7.2.6 TEXTURE-MAPPING ISSUES 198 7.3 CATALOG OF USEFUL TERRAIN
ALGORITHMS 200 7.3.1 CONTINUOUS LOD FOR HEIGHT FIELDS 200 7.3.2 THE ROAM
ALGORITHM 202 7.3.3 REAL-TIME GENERATION OF CONTINUOUS LOD 206 7.3.4
VIEW-DEPENDENT PROGRESSIVE MESHES FOR TERRAIN 208 7.3.5
MULTITRIANGULATION 211 7.3.6 VISUALIZATION OF LARGE TERRAINS MADE EASY
213 7.4 GEOREFERENCING ISSUES 218 7.4.1 ELLIPSOIDS 218 7.4.2 GEOIDS 220
7.4.3 DATUMS 222 7.4.4 COORDINATE SYSTEMS 222 7.5 GEOSPATIAL FILE
FORMATS 225 7.6 TERRAIN DATA ON THE WEB 226 7.7 CONCLUSIONS 228 ADVANCED
ISSUES PERCEPTUAL ISSUES 231 8.1 MOTIVATION 232 8.2 SOME PERCEPTUALLY
MOTIVATED LOD CRITERIA 232 8.2.1 ECCENTRICITY LEVEL OF DETAIL 233 8.2.2
VELOCITY LEVEL OF DETAIL 235 8.2.3 DEPTH-OF-FIELD LEVEL OF DETAIL 236
8.2.4 APPLICABILITY OF GAZE-DIRECTED TECHNIQUES 237 8.2.5 THE NEED FOR
BETTER PERCEPTUAL MODELS 239 8.3 INTRODUCTION TO VISION 239 8.3.1 THE
VISUAL SYSTEM 239 8.3.2 THE EYE 240 8.3.3 THE VISUAL CORTEX 245 8.3.4
SENSITIVITY TO VISUAL DETAIL 245 8.3.5 THE MULTICHANNEL MODEL 247 8.4
MEASURING VISUAL SENSITIVITY 248 8.4.1 CONTRAST GRATINGS AND SPATIAL
FREQUENCY 248 CONTENTS XVII CHAPTER 8.4.2 THE CONTRAST SENSITIVITY
FUNCTION 250 8.4.3 AN ASIDE: VISUAL ACUITY 250 8.4.4 APPLICABILITY OF
THE CSF MODEL 252 8.4.5 OTHER PERCEPTUAL PHENOMENA 255 8.4.6 FURTHER
READING 263 8.5 MANAGING LOD THROUGH VISUAL COMPLEXITY 264 8.6 MODELING
CONTRAST SENSITIVITY 265 8.6.1 INCORPORATING VELOCITY INTO THE MODEL 266
8.6.2 INCORPORATING ECCENTRICITY INTO THE MODEL 267 8.6.3 MODELING
VISUAL ACUITY 269 8.6.4 INCORPORATING THE DISPLAY INTO THE MODEL 269
8.6.5 VISUALIZING THE EFFECT OF THE PERCEPTUAL MODEL 270 8.7 EXAMPLE
IMPLEMENTATIONS 272 8.7.1 PERCEPTUALLY MODULATED LOD 272 8.7.2
IMPERCEPTIBLE GAZE-DIRECTED SIMPLIFICATION 273 8.7.3 PERCEPTUALLY
OPTIMIZED 3D GRAPHICS 275 8.8 CONCLUSIONS 277 MEASURING VISUAL FIDELITY
279 280 280 280 281 283 284 285 286 286 287 288 289 9.3.5 APPLICATIONS
IN GRAPHICS 291 9.4 AUTOMATIC MEASURES FOR RUN-TIME LOD 291 9.4.1
FIDELITY MEASUREMENT FOR RUN-TIME LOD 292 9.4.2 CONTRAST SENSITIVITY IN
RUN-TIME LOD 292 9.5 AUTOMATIC MEASURES FOR SIMPLIFICATION 294 9.6
EVALUATION OF LOD TECHNIQUES AND MEASURES 295 9.6.1 SEARCH WITH LOW
FIDELITY PERIPHERIES 295 9.1 9.2 9.3 WHY MEASURE FIDELITY? EXPERIMENTAL
MEASURES 9.2.1 9.2.2 9.2.3 9.2.4 9.2.5 SEARCH PERFORMANCE NAMING TIMES
SUBJECTIVE RATINGS THRESHOLD TESTING COMPARING EXPERIMENTAL MEASURES
AUTOMATIC MEASURES FOR STATIC IMAGERY 9.3.1 9.3.2 9.3.3 9.3.4 DIGITAL
MEASURES SINGLE-CHANNEL MEASURES MULTI-CHANNEL MEASURES EVALUATING
MEASURE ACCURACY CONTENTS CHAPTER 10 9.6.2 VISUAL FIDELITY MEASURES AND
SIMPLIFICATION 295 9.7 CONCLUSIONS 298 TEMPORAL DETAIL 301 10.1
INTRODUCTION 301 10.2 MEASURING TEMPORAL DETAIL 302 10.2.1 FRAME RATE
AND REFRESH RATE 303 10.2.2 SYSTEM LATENCY AND RESPONSIVENESS 305 10.2.3
TWO EXAMPLE SYSTEMS 307 10.3 CONTROLLING TEMPORAL DETAIL 309 10.3.1
FRAME-ONLY MANIPULATION 309 10.3.2 LATENCY-ONLY MANIPULATION 310 10.3.3
FRAME-LATENCY MANIPULATION 312 10.3.4 COMPARING AND USING MANIPULATIONS
313 10.4 TEMPORAL DETAIL AND USER PERFORMANCE 315 10.4.1 PERCEPTUAL
LIMITS 315 10.4.2 OPEN-AND CLOSED-LOOP TASKS 316 10.4.3 CLOSED-LOOP
TASKS AS DYNAMIC CONTROL SYSTEMS 317 10.4.4 DESIGNING FOR SUCCESSFUL
DYNAMIC CONTROL 319 10.4.5 TEMPORAL DETAIL AND COMPLEX TASKS 321 10.5
TRADING OFF TEMPORAL AND VISUAL DETAIL 324 10.6 A PRACTICAL
SUMMARIZATION 326 10.7 CONCLUSIONS 329 GLOSSARY OF TERMS 331 REFERENCES
349 INDEX 371
|
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dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.693 |
dewey-search | 006.693 |
dewey-sort | 16.693 |
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discipline | Informatik |
edition | 1. ed. |
format | Book |
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id | DE-604.BV016474338 |
illustrated | Illustrated |
indexdate | 2024-07-09T19:10:56Z |
institution | BVB |
isbn | 1558608389 |
language | English |
lccn | 2002107328 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-010185490 |
oclc_num | 249209626 |
open_access_boolean | |
owner | DE-92 DE-91G DE-BY-TUM DE-522 DE-83 |
owner_facet | DE-92 DE-91G DE-BY-TUM DE-522 DE-83 |
physical | XXIV, 390 S. Ill., graph. Darst. |
publishDate | 2003 |
publishDateSearch | 2003 |
publishDateSort | 2003 |
publisher | Kaufmann |
record_format | marc |
series2 | The Morgan Kaufmann series in computer graphics and geometric modeling |
spelling | Level of detail for 3D graphics David Luebke ... 1. ed. Amsterdam [u.a.] Kaufmann 2003 XXIV, 390 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier The Morgan Kaufmann series in computer graphics and geometric modeling Includes bibliographical references (p. 349-369) and index Realistische Computergrafik (DE-588)4205002-9 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 gnd rswk-swf Geometrische Modellierung (DE-588)4156717-1 gnd rswk-swf Rendering (DE-588)4219666-8 gnd rswk-swf Computergrafik (DE-588)4010450-3 gnd rswk-swf Metamathematik (DE-588)4074759-1 gnd rswk-swf Softwareentwicklung (DE-588)4116522-6 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 s Rendering (DE-588)4219666-8 s Softwareentwicklung (DE-588)4116522-6 s Metamathematik (DE-588)4074759-1 s DE-604 Realistische Computergrafik (DE-588)4205002-9 s Geometrische Modellierung (DE-588)4156717-1 s Computergrafik (DE-588)4010450-3 s Luebke, David P. Sonstige oth http://www.loc.gov/catdir/description/els031/2002107328.html Publisher description http://www.loc.gov/catdir/toc/els031/2002107328.html Table of contents GBV Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=010185490&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Level of detail for 3D graphics Realistische Computergrafik (DE-588)4205002-9 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd Geometrische Modellierung (DE-588)4156717-1 gnd Rendering (DE-588)4219666-8 gnd Computergrafik (DE-588)4010450-3 gnd Metamathematik (DE-588)4074759-1 gnd Softwareentwicklung (DE-588)4116522-6 gnd |
subject_GND | (DE-588)4205002-9 (DE-588)4133691-4 (DE-588)4156717-1 (DE-588)4219666-8 (DE-588)4010450-3 (DE-588)4074759-1 (DE-588)4116522-6 |
title | Level of detail for 3D graphics |
title_auth | Level of detail for 3D graphics |
title_exact_search | Level of detail for 3D graphics |
title_full | Level of detail for 3D graphics David Luebke ... |
title_fullStr | Level of detail for 3D graphics David Luebke ... |
title_full_unstemmed | Level of detail for 3D graphics David Luebke ... |
title_short | Level of detail for 3D graphics |
title_sort | level of detail for 3d graphics |
topic | Realistische Computergrafik (DE-588)4205002-9 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd Geometrische Modellierung (DE-588)4156717-1 gnd Rendering (DE-588)4219666-8 gnd Computergrafik (DE-588)4010450-3 gnd Metamathematik (DE-588)4074759-1 gnd Softwareentwicklung (DE-588)4116522-6 gnd |
topic_facet | Realistische Computergrafik Dreidimensionale Computergrafik Geometrische Modellierung Rendering Computergrafik Metamathematik Softwareentwicklung |
url | http://www.loc.gov/catdir/description/els031/2002107328.html http://www.loc.gov/catdir/toc/els031/2002107328.html http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=010185490&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT luebkedavidp levelofdetailfor3dgraphics |