Auto LOD generation

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11 comments, last by Zemedelec 13 years, 4 months ago
Mm, did your lead make some outline of the LOD process that should do the job?
First, you should not have problems with texture coordinates, since you should handle them in the same manner as the positional info, so you won't delete texture seams, etc.
It is common for all LOD algorithms to treat all vertex data in a similar way, be it tangents, positions or texture coordinates.

But the task you are doing is not by far the simplest thing at all.
Imo, your lead don't exactly knows, what a beast a LOD can turn into.
Most people do it by hand.
Introducing vertices should be a must, where they touch geometric surfaces or else you'll get holes and wierd stuff.

Btw, for very distant stuff you could try depth sprites (require rerendering of the original mesh) or a more generic LOD approach - marching cubes over the mesh, until some cube size, then bake the geometry into a single quad/triangle + baked texture from this piece of the mesh. Very straightforward and generally easy to write, but will require unique texture for the whole mesh.
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The same thing happens in our company too. The artists agree with us that the lod mesh must be created by them,but they also say that "we are too busy...".

u can try some other way,for example,try to render the complex-large-mesh to a texture in real-time but not every frame,and use billboard technique.Some culling
and batch methods are also useful.
Quote:Original post by _swx_
This document shows the results of remeshing and simplifying complex models and then packing the textures and materials:

http://www.donyalabs.com/pdf/SceneOptimizationWhitepaper.pdf



Looks stunningly good! Grats for actually succeeding where many failed :)

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