12 votes

How does transvoxel algorithm work and how can I implement It?

The transvoxel paper is a fairly in-depth work, discussing a variety of topics on how to create an entire voxel terrain system, including an overview of marching cubes, how to fix the ambiguity ...
Schildawg's user avatar
  • 121
9 votes

How does transvoxel algorithm work and how can I implement It?

The first thing I didn't understood was if transvoxel is a modified marching cubes or a second layer that modifies the work of the marching cubes. My reading of the paper is that Transvoxel's ...
DMGregory's user avatar
  • 134k
4 votes
Accepted

How to make texture look sharper and more detailed, when you look closer?

This is usually solved using detail maps. (See e.g. Unity's documentation about the technique here) For this you make a tiling texture with fine-scale detail, either as an albedo (surface colour) or ...
DMGregory's user avatar
  • 134k
3 votes
Accepted

Octree Terrain Destruction and LODs

The primary goal of LOD is to reduce the cost of drawing by not drawing unnecessarily fine detail. It is not usually about discarding information from RAM. In fact, in a conventional polygonal-model ...
Kevin Reid's user avatar
  • 5,498
3 votes

How can I blend grass LOD's smoothly in unity, similar to the method in BOTW?

One often-overlooked visual aspect of stuff like grass or hair (ie. tufts of stuff sprouting out of a surface) is how the normals affect lighting. Specifically, because the default normals stick ...
jhocking's user avatar
  • 15.8k
3 votes
Accepted

Level of detail for the map of stars

One obvious error in your current implementation is that you should combine nodes based on their total area, and not total radius. Otherwise you're overstating the visual effect by a squared factor - ...
congusbongus's user avatar
  • 14.8k
3 votes

How can I efficiently render a large, zoomable world map?

The search term you are looking for is "Level of Detail" or "LOD". It basically means that you adjust the level of detail of the map depending on the zoom factor. You can have a really high level of ...
Philipp's user avatar
  • 119k
3 votes
Accepted

Zooming in on procedural generated 2D terrain? (LOD)

Lets define your noise function for terrain generation as f(x,y). f(x / 2, y) will set the zoom on the X axis to 200% ...
Lucien's user avatar
  • 1,176
2 votes

Should LOD models be used in mobile games?

One of the things that makes it hard to answer this question is the quickly evolving diverse landscape of mobile devices. Not only are they getting more powerful and higher resolution, there are still ...
Ed Marty's user avatar
  • 5,229
2 votes

When should I make different LODs?

Different LOD levels are only useful for your game when two conditions are true: You show the objects from many different distances, so the different LOD levels will actually be used in practice. You ...
Philipp's user avatar
  • 119k
2 votes

Using octrees as LOD system

As Kromster alludes, this apparent problem occurs because of the small scale of your example. Usually when we reach for sparse octrees, we have more than two levels of subdivision. Here's your same 2D ...
DMGregory's user avatar
  • 134k
2 votes
Accepted

HLSL mipmapping not working

You don't. Unfortunately some online resources don't make this explicit, but the code you've given is actually not HLSL; instead it's part of the old (and deprecated) effects framework. What ...
Maximus Minimus's user avatar
2 votes

Performance problem with chunked LOD

A few things you can try... Share your vertices You mention you have 16x16 grids of 1024 vertices. But 16x16 is only 256 cells. So it sounds like you're rendering 4 separate vertices for each square ...
DMGregory's user avatar
  • 134k
1 vote
Accepted

Imposters in Unity - How to set which color is used as 'transparent' in the RenderTexture?

So the solution turned out to be quite simple. After doing all the steps I mentioned in the question, you will need to make sure the camera that you use to generate the RenderTexture has it's Clear ...
I_Keep_Trying's user avatar
1 vote
Accepted

Creating a Full Stadium of People, Ready as a Game Asset (ie. not too CPU intensive)

In answer to one of your comments: I actually have the same question, but regarding the seats in the stadium. Would it be better to make them in maya (all of them) or is it better to import just one ...
Kevin's user avatar
  • 5,734
1 vote
Accepted

Chunked LOD split by distance

One way to think about the problem is in terms of visible triangle density. How many pixels does a typical triangle span? If your triangles are all the same size, then as they recede into the ...
DMGregory's user avatar
  • 134k
1 vote

Chunked LOD split by distance

There is no "one-size-fits-all" formula for Level Of Detail calculations. A game where assets are frequently travelling from the far distance to directly in front of the camera will need a different ...
Tom Tsagkatos's user avatar
1 vote

Which Terrain LOD algorithm should I use for super large terrain?

Forget about ROAM. That's the pre-3DFX era of SW rasterizers. I mean, if you're bored, it's a fun exercise, but it's useless in today's era of thousands of shaders units... I would very strongly ...
3D Coder's user avatar
  • 244
1 vote

How to set LOD specifications for all meshes in unreal at once?

As far as I am aware this is not possible, normally changing properties like this would be easily doable through the bulk edit via property matrix, but not for LODs. The LoD settings you see in the ...
Tack D.'s user avatar
  • 21
1 vote
Accepted

Help me to understand Geometry Clipmaps

Since you mentioned the comments above were helpful, I'll try to elaborate on them as an answer. Ok, so [a GeoClipmap is] a mesh of frames (high to low density) around the camera that adjusts the ...
DMGregory's user avatar
  • 134k
1 vote
Accepted

Question about CDLOD quad tree

The quadtree structure is generated from the input heightmap. It is of constant depth, predetermined by memory and granularity requirements. Does this mean I calculate every node and child nodes to ...
DMGregory's user avatar
  • 134k
1 vote

When should I make different LODs?

Depends on the game I'd say. If you make something like Spyro, where objects can come close to the screen or far away quite quickly, then you'd want to have them all loaded at the same time. The whole ...
Tom Tsagkatos's user avatar
1 vote

Unity's LODs by distance to the orthographic camera

If you want to implement your own logic for choosing LOD levels, then you can do so via a script. Use the ForceLOD(int level) method of a LODGroup component to ...
Philipp's user avatar
  • 119k
1 vote
Accepted

Any Code Based Driver Optimizations for Far-Object Rendering?

No, there is nothing that can be done at that point. A GPU driver has no idea about Draw Distance, that is controlled by the farclip of the camera. Its up to the developer to implement many of the ...
Justin William Stanley Bryant's user avatar
1 vote

HLSL mipmapping not working

That there is DX9 HLSL You want something like this: ...
Justin William Stanley Bryant's user avatar

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