LOD
Levels Of Detail

This page (which is part of my Computer Graphis Resource pages) contains information related to the creation and management of Levels of Details (LODs) as used in computer graphics in general and virtual reality in particular. You will find the following information:

A bibliography survey

The result of my survey can be found in this technical rapport (sorry, it's in french).

I have also published results on a survey of polygonal simplification in an article published in the summer edition of ACM's Crossroads (here's local copy of this article).

Similar work:

Background

In order to accelerate the rendering of complexe scenes, objects are modelled at various levels of details. Simplifications of the initial object are produced and contain fewer and fewer details. These simplifications can then be used when the object is further away and the details are not noticed anyway.

An example of LODs

Example

This VRML example was generated using LodeStar. Different parts of the object have differents LODs. Up to nine of them have been created.
Let's drop the old tea pot. Support the cow!

Further Details

The remainder of this page contains a number of pointers to groups doing similar research and to various tools.

      Research Groups Top Back to CG    

 

      Surfaces and Volumes Top Back to CG    

I'm just beginning this section on rendering complexe surfaces and volumes. I've put it here in LODs 'cause the main problem lies in adaptively triangulating a surface or volume representation to get a polygone mesh with the minimum number of polygones given certain display parameters. This is related to the problem of Mesh Generation.

 

      Available Software Top Back to CG    

These are free packages :

These are commercial packages :

 

      Tools Top Back to CG    

 

      Miscellaneous Top Back to CG    

 

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The picture at the top was originaly made by Michael Garland for his Bovine page.