3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
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.