Quotes & Endorsements
"[in LOD] one wants to manage the world-model so that fine levels of
detail are grouped together into a single primitive when, and only
when, they would not be seen separately. This fine book is an
exposition of the concepts, algorithms, and data structures for doing
this grouping. The authors have severally developed many of the
techniques described here. The book provides both a treatment of the
underlying theory and a valuable practical reference for the graphics
Frederick P. Brooks, Jr.
Kenan Professor of Computer Science
University of North Carolina at Chapel Hill
"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!
"The extensive set of references at the end of the book is quite nice
to have as well. 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."
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.
of level of detail is an important one in the field of computer
graphics, 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.
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 theory and
algorithms for generation of level of detail; applications, including
optimizations for game programming and level of detail for terrain;
and advanced issues, including 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, 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."
President, Magic Software, Inc.
"A comprehensive presentation of the terminology, theory, and practice
of mesh simplification. Includes extensive references to web
accessible source code and data. This book will find a choice spot on
Co-founder, 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 classication of algorithms, their
general strategies and variations. I hope this classication extends to
the research community and fosters better communication among
"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 advances issues section
is very enlightening! The summary of perceptual issues and the ideas
for measuring visual fidelity will help new, as well as 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 provides a mechanism to put reseachers 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
Computer Graphics Researcher