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When to make LODs (2021)(medium.com)

27 points·by azeemba·12 เดือนที่ผ่านมา·6 comments
medium.com
When to make LODs (2021)

https://medium.com/@jasonbooth_86226/when-to-make-lods-c3109c35b802

6 comments

iFire·12 เดือนที่ผ่านมา
In godot engine we decide to do a continuous level of detail based a pixel error metric. (simplified explanation pixel-error -> based on fov -> based on floating point error of the meshopt_simplifyWithAttributes function)

The 12 ish lods are automatically generated by https://github.com/zeux/meshoptimizer.

https://docs.godotengine.org/en/stable/tutorials/3d/mesh_lod...

We allow a hierarchical level of detail if people want to set it up.
iFire·12 เดือนที่ผ่านมา
Our budget couldn't afford Epic Games style nanite, but there are three js implementions.. so it's not impossible to recreate.

- https://github.com/AIFanatic/three-nanite

- https://news.ycombinator.com/item?id=42974461

three-nanite is based on https://github.com/zeux/meshoptimizer cutting each mesh into maybe 124 triangles per chunk.
esperent·12 เดือนที่ผ่านมา
That's a cool demo (even if it doesn't work on my phone, I get it from the video), but it's a long, long way from a nanite implementation. At best I'd call it dynamic LODs or something.
e-topy·12 เดือนที่ผ่านมา
Jason Booth (the author) also has a YouTube channel talking about similar topics. I really liked his 'Practical Optimizations' video: https://youtu.be/NAVbI1HIzCE
jodrellblank·12 เดือนที่ผ่านมา
Thanks for the cool video link!
mrala·12 เดือนที่ผ่านมา
LOD = level of detail