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3D graphics eBook - Course Materials Repository

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Level of detail 74<br />

Hierarchical LOD<br />

Because hardware is geared towards large amounts of detail, rendering low polygon objects may score sub-optimal<br />

performances. HLOD avoids the problem by grouping different objects together hlod . This allows for higher<br />

efficiency as well as taking advantage of proximity considerations.<br />

References<br />

1. Communications of the ACM, October 1976 Volume 19 Number 10. Pages 547-554. Hierarchical Geometric<br />

Models for Visible Surface Algorithms by James H. Clark, University of California at Santa Cruz. Digitalized scan<br />

is freely available at http:/ / accad. osu. edu/ ~waynec/ history/ PDFs/ clark-vis-surface. pdf.<br />

2. Catmull E., A Subdivision Algorithm for Computer Display of Curved Surfaces. Tech. Rep. UTEC-CSc-74-133,<br />

University of Utah, Salt Lake City, Utah, Dec. 1974.<br />

3. de Boer, W.H., Fast Terrain Rendering using Geometrical Mipmapping, in flipCode featured articles, October<br />

2000. Available at http:/ / www. flipcode. com/ tutorials/ tut_geomipmaps. shtml.<br />

4. Carl Erikson's paper at http:/ / www. cs. unc. edu/ Research/ ProjectSummaries/ hlods. pdf provides a quick, yet<br />

effective overlook at HLOD mechanisms. A more involved description follows in his thesis, at https:/ / wwwx. cs.<br />

unc. edu/ ~geom/ papers/ documents/ dissertations/ erikson00. pdf.<br />

Mipmap<br />

In <strong>3D</strong> computer <strong>graphics</strong> texture filtering, MIP maps (also mipmaps) are pre-calculated, optimized collections of<br />

images that accompany a main texture, intended to increase rendering speed and reduce aliasing artifacts. They are<br />

widely used in <strong>3D</strong> computer games, flight simulators and other <strong>3D</strong> imaging systems. The technique is known as<br />

mipmapping. The letters "MIP" in the name are an acronym of the Latin phrase multum in parvo, meaning "much in<br />

a small space". Mipmaps need more space in memory. They also form the basis of wavelet compression.<br />

Origin<br />

Mipmapping was invented by Lance Williams in 1983 and is described in his paper Pyramidal parametrics. From<br />

the abstract: "This paper advances a 'pyramidal parametric' prefiltering and sampling geometry which minimizes<br />

aliasing effects and assures continuity within and between target images." The "pyramid" can be imagined as the set<br />

of mipmaps stacked on top of each other.<br />

How it works<br />

Each bitmap image of the mipmap set is a version of the main texture,<br />

but at a certain reduced level of detail. Although the main texture<br />

would still be used when the view is sufficient to render it in full detail,<br />

the renderer will switch to a suitable mipmap image (or in fact,<br />

interpolate between the two nearest, if trilinear filtering is activated)<br />

when the texture is viewed from a distance or at a small size.<br />

Rendering speed increases since the number of texture pixels ("texels")<br />

being processed can be much lower than with simple textures. Artifacts<br />

are reduced since the mipmap images are effectively already<br />

anti-aliased, taking some of the burden off the real-time renderer.<br />

Scaling down and up is made more efficient with mipmaps as well.<br />

An example of mipmap image storage: the<br />

principal image on the left is accompanied by<br />

filtered copies of reduced size.

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