Difference between revisions of "LevelOfDetail"

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There are many methods for determining when to swap; the most common is based on distance. Another method is to swap depending on how fast the player is moving, because a player typically won't notice the drop in quality for a fast-moving object. Yet another method is to drop to lower LODs when the framerate drops below a certain number.  
 
There are many methods for determining when to swap; the most common is based on distance. Another method is to swap depending on how fast the player is moving, because a player typically won't notice the drop in quality for a fast-moving object. Yet another method is to drop to lower LODs when the framerate drops below a certain number.  
  
== LOD Modeling ==
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== Links ==
See the Polycount forum thread [http://www.polycount.com/forum/showthread.php?t=74619 LOD resources/information anyone?]
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* [[PolygonCount|Polygon Count]] on the Polycount Wiki
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* [http://www.polycount.com/forum/showthread.php?t=74619 LOD resources/information anyone?] on the Polycount Forum
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* [http://www.polycount.com/forum/showthread.php?t=89241 LoDs: From how many tris does it make sense?] on the Polycount Forum
  
 
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[[Category:CharacterModeling]] [[Category:EnvironmentModeling]]
 
[[Category:CharacterModeling]] [[Category:EnvironmentModeling]]

Revision as of 12:52, 28 September 2011

Level Of Detail

A Level of Detail model (LOD) is a lower-resolution version of a game model. The lower-res version is used to improve performance by being swapped in whenever the higher-resolution of the game model is not apparent anymore, for example when it is a certain distance from the player.

LOD Metrics

There are many methods for determining when to swap; the most common is based on distance. Another method is to swap depending on how fast the player is moving, because a player typically won't notice the drop in quality for a fast-moving object. Yet another method is to drop to lower LODs when the framerate drops below a certain number.

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