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Introduction, Overview. Course Introduction. Level of detail ( LOD ) methods are a crucial tool for game developers Manage complexity of 3D scenes Trade off fidelity for performance Tune game for different platforms This course will cover advanced issues in LOD for games.

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course introduction
Course Introduction
  • Level of detail (LOD) methods are a crucial tool for game developers
    • Manage complexity of 3D scenes
    • Trade off fidelity for performance
    • Tune game for different platforms
  • This course will cover advanced issues in LOD for games
course prerequisites
Course Prerequisites
  • We assume
    • Knowledge of the basic LOD concept
    • Experience with interactive graphics
  • Target audience: game developers wishing to
    • become sophisticated LOD users
    • write or modify code to create LODs
    • gain a broader perspective on the LOD field
course topics
Course Topics
  • Generation

LOD frameworks & creation

  • Application

Applying LOD in the game setting

  • Theory

Measuring & controlling fidelity

speakers in order of appearance
SpeakersIn Order of Appearance
  • David Luebke, University of Virginia
  • Amitabh Varshney, University of Maryland
  • Jon Cohen, Johns Hopkins University
  • Martin Reddy, Pixar Animation Studios
  • Ben Watson, Northwestern University
  • Rob Huebner, Nihilistic Software
speakers known new locations
Speakersknown new locations
  • David Luebke, NVIDIA
  • AmitabhVarshney, University of Maryland
  • Jon Cohen, Johns Hopkins University
  • Martin Reddy, Pixar Animation Studios
  • Ben Watson, North Carolina State Univ.
  • Rob Huebner, Nihilistic Software
course history
Course History
  • Courses at IEEE VR and SIGGRAPH
  • Book – Level of Detail for 3D Graphics
    • Coupon
  • Tried to distill a
    • Practical overview for game developers
    • Useful introduction to relevant theory
    • Introduction to potentially useful academic research
course schedule
Course Schedule

10 Luebke Welcome, Introductions

10:15 Varshney Generating LODs: Algorithms

Operators and algorithms for simplification

11 Break

11:15 CohenGenerating LODs: Error

Measuring error to guide simplification & LOD

12 Reddy Runtime LOD Management

Balancing cost, benefit, and rendering budget

12 :30 Lunch

course schedule1
Course Schedule

2 Watson Generating LODs: Topics

Artist-assisted and out-of-core simplification

3 Luebke, View-Dependent LOD

Varshney Higher fidelity per polygon…at a cost

4 Break

4:15 Reddy Terrain Simplification

Algorithms for an important special case

5 Huebner Game LOD: Geometric LOD

Platform challenges, LOD in game production

5:30 Huebner Game LOD: Beyond Geometry

Textured imposters, shader LOD, and more

lod course notes
LOD Course notes
  • Some slides are available on GDC CD
  • All slides will be available at lodbook.com
    • Web site for our book
      • “Level of Detail for 3D Graphics”
      • 20% coupon available from speakers
    • Lots of other info available at the web site!
      • Publicly available LOD source code
      • Links to commercial tools, sample models
      • Full bibliography
level of detail the basic idea
Level of Detail: The Basic Idea
  • In its most common form:
    • Simplify the amount of detail used to render small or distant objects
    • Known as Level of Detailor LOD
      • A.k.a. polygonal simplification, geometric simplification, mesh reduction, decimation, multiresolution modeling, …
level of detail traditional approach
Level of Detail:Traditional Approach
  • Createlevels of detail (LODs) of objects:

69,451 polys

2,502 polys

251 polys

76 polys

Courtesy Stanford 3D Scanning Repository

level of detail traditional approach1
Level of Detail:Traditional Approach
  • Distant objects use coarser LODs:
discrete level of detail
Discrete Level of Detail
  • Traditional LOD in a nutshell:
    • Create LODs for each object separately, using artists or a software preprocess
    • At run-time, pick each object’s LOD according to object distance or similar criterion
  • Other approaches are possible
    • Continuous LOD, view-dependent LOD, terrain LOD, imposters, shader LOD, etc.
    • We will discuss these throughout the tutorial
next generating lods
Next: Generating LODs
  • Next topics:
    • Amitabh will discuss algorithms and operators for creating simple LODs from complex models
    • Jon will discuss error metrics to guide and evaluate LOD creation
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