{"provider_name":"Hatena Blog","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20140223%2Fp1\" title=\" Link collections of LOD - OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","type":"rich","author_name":"hanecci","provider_url":"https://hatena.blog","categories":["BIB","CG"],"width":"100%","published":"2014-02-23 00:00:00","title":" Link collections of LOD","blog_url":"https://hanecci.hatenadiary.org/","author_url":"https://blog.hatena.ne.jp/hanecci/","version":"1.0","url":"https://hanecci.hatenadiary.org/entry/20140223/p1","height":"190","description":"LOD techiques \"Populating a Massive Game World\" Emil Persson and Joel de Vahl Avalanche Studios. SIGGRAPH 2013 \"Assassins Creed 3 \u2013 LoD Blending\" \"Automated Level of Detail Generation for HALO:REACH\". Xi Wang. GDC 2011 \"Level of detail @ Wikipedia\" Books \"Real-Time Rendering, Third Edition\". Tomas A\u2026","image_url":null,"blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0"}