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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:
- Carl Erikson.
- Michael Garland and Paul Heckbert put together very nice pages on Multiresolution modeling with an extensive bibliography.
- Joseph Mitchell.
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.
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
- LOD creation techniques
- LOD management techniques.
The remainder of this page contains a number of pointers to groups doing similar research and to various tools.
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![]() | 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. | ![]() | |||
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![]() | These are free packages :
These are commercial packages :
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The picture at the top was originaly made by Michael Garland for his Bovine page.