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Introduction, Overview

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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Introduction, Overview

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  1. Introduction, Overview

  2. 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

  3. 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

  4. Course Topics • Generation LOD frameworks & creation • Application Applying LOD in the game setting • Theory Measuring & controlling fidelity

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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, …

  12. 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

  13. Level of Detail:Traditional Approach • Distant objects use coarser LODs:

  14. 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

  15. 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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