Table of Contents
Foreword
Preface
About the Authors
Part I: Generation
1. Introduction
Coverage and audience
History
Simplifications in computer graphics
LOD Frameworks
Discrete LOD
Continuous LOD
View-dependent LOD
LOD in practice
Polygonal meshes
Topology
Fidelity metrics
2. Mesh Simplification
Overview
Fidelity-based Simplification
Budget-based Simplification
Local Simplification Operations
Edge-Collapse
Mesh Foldover
Topological Inconsistency
Vertex-Pair Collapse
Triangle Collapse
Cell Collapse
Vertex Removal
Polygon Merging
General Geometric Replacement
Comparing the Local Simplification Operators
Global Simplification Operators
Volume Processing
Low Pass Filtering
Morphological Operators
Alpha-hull-based Topology Simplifications
When is Topology Simplification Desirable?
When is Topology Simplification Unacceptable?
Simplification Frameworks
Non-Optimizing
Greedy
Lazy
Estimating
Independent
Interleaved Simplification Operators
Conclusions
3. Simplification Error Metrics
Why Measure Error
Guide and Improve Simplification Process
Know the Quality of the Results
Know When to Show a Particular LOD
Balance Quality Across a Large Environment
Key Elements
Geometric Error
Hausdorff Distance
Mapping Distance
Maximum Versus Average Error
Screen-space Error
Attribute Error
Colors
Normals
Texture Coordinates
Combining Errors
Incremental and Total Error
Optimization
Range of Approaches
Vertex-Vertex Distance
Uniform Grid-based Vertex Clustering
Hierarchical Grid-based Vertex Clustering
Floating Cell-based Vertex Clustering
Vertex-Plane Distance
Maximum Supporting Plane Distance
Error Quadrics
Vertex-Surface Distance
Mesh Optimization and Progressive Meshes
Metro
Surface-Surface Distance
Simplification Envelopes
Tolerance Volumes
Mappings on the Surface
Mappings in the Plane
Mappings in Texture Space
Image Metric
Part II: Application
4. Runtime Frameworks
LOD Selection Factors
Distance
Size
Priority
Hysteresis
Environmental Conditions
Perceptual Factors
Fixed Frame Rate Schedulers
Reactive Fixed Frame Rate
Predictive Fixed Frame Rate
View-Independent LOD
Continuous LOD
View-Dependent LOD
Overview
The Vertex Hierarchy
Variations on the Vertex Hierarchy
View-dependent Criteria
Tracking Mesh Dependencies
Explicit Dependencies
Implicit Dependencies
Global Simplification
Blending Between Transitions
Alpha Blending
Geomorphs
5. Catalog of Useful Algorithms
Vertex Clustering
Overview
Vertex importance
Clustering vertices and filtering degenerate triangles
Displaying degenerate triangles
Advantages and disadvantages
Floating-cell clustering
Simplifying massive models
Vertex Decimation
Overview
Classification of vertices
Decimation criteria
Triangulation
Advantages and disadvantages
Topology-modifying continuous LOD
Quadric Error Metrics
Overview
Recap: measuring surface error with quadrics
Candidate vertex pairs
Details of the algorithm
Accounting for vertex attributes
Image-driven Simplification
Overview
Image Metrics
Evaluating Edge Cost
Fast Image Updates
Skip Strips
An aside: the vertex cache
Triangulation of Polygonal Models
6. Gaming Optimizations
Introduction
The Game Environment
Constant framerate
Very low memory
Multiple Instantiations
Scalable Platforms
Fill-Rate vs. Triangle Rate
Average Triangle Size
Game-specific difficulties with LOD
Modeling Practices
Vertex Representation
Texture Compositing
Non-standard Geometry
Hardware Transformation & Lighting
Static and Dynamic Geometry
Cache Coherence and Triangle Strips
Vector-Unit packetization
Classic LOD Suitability to games
Discrete-level LOD
Shared Vertex Format
Separate Vertex Format
Automated vs. Manual Processing
Continuous LOD
Run-time processing for CLOD
Complications with CLOD
Degenerate Faces
CLOD and Degenerating Strips
Higher-order surfaces
Shadow LOD
Non-Geometric Level of Detail
Shader LOD
Effect Scaling
Vertex processing LOD
Lighting LOD
Transformation LOD
Object Priority
Lighting
Imposters
Pre-Rendered Texture Imposters
Render-to-texture
Geometric Imposters
Selection and Metrics
Distance Selection
Game-specific Metrics
LOD Blending
Conclusion
7. Terrain Level of Detail
Introduction
Multiresolution Techniques for Terrain
Top-Down and Bottom-Up
Regular Grids and TINs
Quadtrees and Bintrees
Tears, Cracks, and T-Junctions
Paging, Streaming, and Out-of-Core
Texture-Mapping Issues
Paging of Large Textures
Hardware Support for Large Textures
Detail Textures
Catalog of Useful Terrain Algorithms
Continuous LOD for Height Fields
The ROAM Algorithm
Real-Time Generation of Continuous LOD
View-Dependent Progressive Meshes for Terrain
Multi-Triangulation
Visualization of Large Terrains Made Easy
Georeferencing Issues
Ellipsoids
Geoids
Datums
Coordinate Systems
Geospatial File Formats
Terrain data on the Web
Conclusions
Part III: Advanced Issues
8. Perceptual Issues
Motivation
Some Perceptually Motivated LOD Criteria
Eccentricity Level of Detail
Velocity Level of Detail
Depth of Field Level of Detail
Applicability of Gaze-Directed Techniques
The Need For Better Perceptual Models
Introduction to Vision
The Visual System
The Eye
The Retina
The Retinal Ganglion Cells
The Visual Cortex
Sensitivity to Visual Detail
Spatial Resolution
Variation Across the Retina
Temporal Sensitivity
The Multichannel Model
Measuring Visual Sensitivity
Contrast Gratings and Spatial Frequency
The Contrast Sensitivity Function
An Aside: Visual Acuity
Applicability of the CSF Model
Other Visual Phenomena
Factors Affecting Visibility
Hyperacuity
The Blind Spot
Saccades
Visual Masking
Temporal Thresholds
Further Reading
Managing LOD through Visual Complexity
Modeling Contrast Sensitivity
Incorporating Velocity into the Model
Incorporating Eccentricity into the Model
Modeling Visual Acuity
Incorporating the Display into the Model
Visualizing the Effect of the Perceptual Model
Example Implementations
Perceptually Modulated LOD
Imperceptible Gaze-Directed Simplification
Perceptually Optimized 3D Graphics
Conclusions
9. Measuring Visual Fidelity
Who Needs a Measure?
Experimental Measures
Search Performance
Naming Times
Subjective Ratings
Threshold Testing
Comparing Experimental Measures
Automatic Measures for Static Imagery
Digital Measures
Single Channel Measures
Multi Channel Measures
Evaluating Measure Accuracy
Applications in Graphics
Automatic Measures for Runtime LOD
Fidelity Measurement for Runtime LOD
Contrast Sensitivity in Runtime LOD
Automatic Measures for Simplification
Evaluation of LOD Techniques and Measures
Search with Low Fidelity Peripheries
Visual Fidelity Measures and Simplification
Closing Thoughts
10. Temporal LOD
Introduction
Measuring Temporal Detail
Frame Rate and Refresh Rate
System Latency and Responsiveness
Two Example Systems
Controlling Temporal Detail
Frame-only Manipulation
Latency-only Manipulation
Frame-latency Manipulation
Comparing and Using these Manipulations
Temporal Details and User Performance
Perceptual Limits
Open and Closed Loop Tasks
Closed Loop Tasks as Dynamic Control Systems
Designing for Successful Dynamic Control
Temporal Detail and Complex Tasks
Trading Off Temporal and Visual Detail
A Practical Summarization
Conclusions
Glossary of Terms
Bibliography
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