A performance-enhancing technique that involves an object in the game world having a varying amount of detail depending on how relevant it is to the current scene.
7
votes
0answers
155 views
Which is the best LOD method for planet rendering?
I'm currently working on my thesis, it is an engine to render terrains of planetary size.
I'm still finishing my research and I have encountered a lot of stuff about this subject, the problem is that ...
0
votes
0answers
40 views
DX11 Tessellation LOD with diameter incorrect tessellation values [closed]
I implemented the LoD with diameter from following withpaper NVidia TerrainTessellation WhitePaper. In Chapter "Hull Shader:Tessellation LOD" Page 7 there is a very good explenantion of the LoD with ...
5
votes
1answer
91 views
Spatial data visualization level of detail
I have a 3D point cloud data set with different attributes that I visualize as points so far, and I want to have LOD based on distance from the set. I want to be able to have a generalized view from ...
2
votes
1answer
75 views
QuadTree Subdivision Issue [closed]
I have been working on a level-of-detail program. Right now I have the rough structure down (splitting of quads without condensing of quads). But the problem is that when you try to split certain ...
12
votes
1answer
598 views
Demystifying “chunked level of detail”
Just recently trying to make sense of implementing a chunked level of detail system in Unity. I'm going to be generating four mesh planes, each with a height map but I guess that isn't too important ...
1
vote
1answer
350 views
Infinite detail inside Perlin noise procedural mapping
I am very new to game development but I was able to scour the internet to figure out Perlin noise enough to implement a very simple 2D tile infinite procedural world.
Here's the question and it's ...
4
votes
2answers
238 views
Level of detail algorithm not functioning correctly
I have been working on this problem for months; I have been creating Planet Generator of sorts, after more than 6 months of work I am no closer to finishing it then I was 4 months ago. My problem; The ...
1
vote
1answer
145 views
Only apply Advanced Graphics on high FPS Dynamically
I wonder why not prevent lags by only appying advanced optional graphics stuff when the FPS are high at time. So The game could use simpler or even no shaders and skip decorative models some time.
It ...
6
votes
1answer
247 views
How change LOD in geometry?
Im looking for simple algorithm of LOD, for change geometry vertexes and decrease frame time. Im created octree, but now I want model or terrain vertex modify algorithm,not for increase(looking on ...
3
votes
3answers
358 views
What are the techniques used to save space with very large levels?
Some days ago I was thinking "how would I store the real world into a continuous game level ?".
I guess it must have been some challenge for RockStar engineers (for GTA 4 or Red Dead Redemption) or ...
2
votes
1answer
186 views
Static “LoD” hack opinions
I've been playing with implementing dynamic level of detail for rendering a very large mesh in XNA.
It occurred to me that (duh) the whole point of this is to generate small triangles close to the ...
8
votes
1answer
230 views
Chunking/caching large levels in a singleplayer game
Does it make sense to try to offload a large nonlinear level into file-based chunks, and load those on demand? We've implemented level chunking to improve rendering performance, but still all level ...
6
votes
3answers
2k views
Modelling photo-realistic grass in realtime
I see a number of tutorials on how to create good looking grasses when creating 3D renders but can't think how to model it for realtime/use in a game's scenery.
Sure simple models with alpha cutouts ...
9
votes
6answers
4k views
LOD in modern games
I'm currently working on my master's thesis about LOD and mesh simplification, and I've been reading many academic papers and articles about the subject. However, I can't find enough information about ...
8
votes
1answer
537 views
What is “ROAM” related to terrain rendering?
I saw it mentioned on this question, but no one explained what it is.

