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I have been recently looking for any information on creating multiple LODs (level of detail) for an inputted mesh. However, there does not appear a lot of articles or pseudo code on how to go about how to produce multiple levels.

Any guidance would be very helpful, thank you.

The only information I could find is a Stanford slides but did not go in depth enough

They never show the evaluation.https://graphics.stanford.edu/courses/cs468-10-fall/LectureSlides/08_Simplification.pdf and I found a paper I been trying, but lots of constants seem to be left out of definition, ex. d http://www.cs.cmu.edu/~garland/Papers/quadric2.pdf

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  • \$\begingroup\$ Want to link to the slides you want help understanding? \$\endgroup\$
    – DMGregory
    Feb 16 at 0:55
  • \$\begingroup\$ @DMGregory They never show the evaluation. graphics.stanford.edu/courses/cs468-10-fall/LectureSlides/… and I found a paper I been trying, but lots of constants seem to be left out of definition, ex. d cs.cmu.edu/%7Egarland/Papers/quadric2.pdf \$\endgroup\$ Feb 16 at 2:01
  • \$\begingroup\$ Please include all the details and clarifications into the questions body ) \$\endgroup\$
    – Kromster
    Feb 16 at 7:20
  • \$\begingroup\$ @NoahWilliams Is there a specific reason you cant just remove detail in something like blender and load/unload differently detailed meshes in script? \$\endgroup\$
    – Pow
    Feb 16 at 10:34
  • \$\begingroup\$ @Pow I am trying to make myself a tool to do it quicker \$\endgroup\$ Feb 17 at 4:38

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Quality LOD meshes are created during the creation process: "Start small and build upon..."

There is no general automatic solution for the reverse process.

Use the full mesh in all LOD levels.


Yes, there are vertex reduction algorithms, see point-cloud triangulation, but they require human correction to look natural.

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