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Level of detail

LOD ( English Levels Of Detail - levels of detail ) - a technique in programming three-dimensional graphics , which consists in creating several options for one object with different degrees of detail, which switch depending on the distance from the object from the virtual camera. Another method is to use one basic, “roughly approximate” model and several external add-ons to it. Each subsequent add-on to the main model is supplemented by detail elements in proportion to the add-in number. That is, at the greatest distance the only main model of the object will be displayed. As the latter approaches the player’s camera to the rendering pipeline, subsequent add-ons of parts will be sequentially connected.

The meaning of the reception is that displaying highly detailed objects located at a great distance from the virtual camera is impractical, expensive in computing resources. Using LOD can significantly reduce the requirements for computer resources when displaying graphics on the screen, whether it is rendering or output in real time [1] . Using LOD, however, is associated with a widespread bug, in which the low-poly model of the object is displayed in the near future.

Static and dynamic drillthrough methods

There are two approaches to managing granularity: the static and dynamic LOD level. [2] [3]

  • Static LOD - levels are created at the preprocessing stage and have a fixed resolution.
  • Dynamic LOD - creating a data structure from which the geometry with the necessary detail can be extracted in real time during visualization.

Dynamic LOD systems, for example, ROAM (Real-time Optimally Adapting Meshes) and RQT (Restricted Quadtree Triangulation). [four]

Examples of using LOD are games Gothic 1 , Gothic 2 , Gothic 3 , Two Worlds , Half-Life 2 , TES4: Oblivion , Arena Online , The Witcher 3: Wild Hunt, Grand Theft Auto series .

Notes

  1. ↑ Modern terminology of 3D graphics (neopr.) .
  2. ↑ LOD technology - Zen Designer Knowledge Base
  3. ↑ http://www.unn.ru/books/met_files/photorealism.pdf
  4. ↑ Choong-Gyoo Lim, Seungjo Bae, Kyoung Park, YoungJik Lee Entertainment Computing - ICEC 2007 Lecture Notes in Computer Science Volume 4740, 2007, pp 133-138 Implementation and Optimization Issues of the Triangular Patch-Based Terrain System (link not available)

Links

  • Habs. Level Of Detail (LOD). (unspecified) . GameDev.ru (August 20, 2001). Date of treatment July 12, 2009.
Source - https://ru.wikipedia.org/w/index.php?title=Level_of_Detail&oldid=98804036


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Clever Geek | 2019