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|a Level of detail for 3D graphics /
|c David Luebke [and others].
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250 |
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|a 1st ed.
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260 |
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|a Boston, MA :
|b Morgan Kaufmann Publishers,
|c ©2003.
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300 |
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|a 1 online resource (xxiv, 390 pages) :
|b illustrations (some color)
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336 |
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|a text
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|2 rdacontent
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|a computer
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1 |
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|a The Morgan Kaufmann series in computer graphics and geometric modeling
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504 |
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|a Includes bibliographical references (pages 349-369) and index.
|
588 |
0 |
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|a Print version record.
|
505 |
0 |
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|a Preface -- Foreword -- Part I: Generation -- 1. Introduction -- 2. Mesh Simplification -- 3. Error Metrics -- Part II: Application -- 4. Runtime Frameworks -- 5. Catalog of Useful Algorithms -- 6. Gaming Optimizations -- 7. Terrain Level of Detail -- Part III: Advanced Issues -- 8. Perceptual Issues -- 9. Measuring Visual Fidelity -- 10. Temporal LOD -- Glossary -- Bibliography.
|
505 |
0 |
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|a Mesh simplification -- Simplification error metrics -- Run-time frameworks -- A catalog of useful algorithms -- Gaming optimizations -- Terrain level of detail -- Perceptual issues -- Measuring visual fidelity -- Temporal detail.
|
506 |
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|3 Use copy
|f Restrictions unspecified
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|a 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.
|
533 |
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|a Electronic reproduction.
|b [Place of publication not identified] :
|c HathiTrust Digital Library,
|d 2010.
|5 MiAaHDL
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538 |
|
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|a Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002.
|u http://purl.oclc.org/DLF/benchrepro0212
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|a English.
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590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
|
650 |
|
0 |
|a Computer graphics.
|
650 |
|
0 |
|a Three-dimensional display systems.
|
650 |
|
6 |
|a Infographie.
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6 |
|a Affichage tridimensionnel.
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7 |
|a computer graphics.
|2 aat
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|
7 |
|a three-dimensional.
|2 aat
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650 |
|
7 |
|a COMPUTERS
|x Image Processing.
|2 bisacsh
|
650 |
|
7 |
|a PHOTOGRAPHY
|x Techniques
|x Digital.
|2 bisacsh
|
650 |
|
7 |
|a TECHNOLOGY & ENGINEERING
|x Imaging Systems.
|2 bisacsh
|
650 |
|
7 |
|a COMPUTERS
|x Digital Media
|x Graphics Applications.
|2 bisacsh
|
650 |
|
7 |
|a Computer graphics
|2 fast
|
650 |
|
7 |
|a Three-dimensional display systems
|2 fast
|
700 |
1 |
|
|a Luebke, David P.
|
776 |
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|i Print version:
|t Level of detail for 3D graphics.
|b 1st ed.
|d Boston, MA : Morgan Kaufmann Publishers, ©2003
|z 1558608389
|w (DLC) 2002107328
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