Wednesday 14 January 2009

LoD (Level of Detal) Love ol'Dat)

So yeah more research more writing should have broken the writing down woth some lovly pictures of barrels and fences, oh well.

The writing below has come from a book called 'Game Progamming Gems' by Mark A Deloura.

The simplest way to select which level of detail to render is to apply a threshold to the distance of the object;
0-500 - high LoD
500-1500 - meduim
1500+ - low
This does give popping to the object though between the distances (this is undesirable and distracting). Something i have seen recently is a type of motion blur on far away objects, im not sure if this stops popping altogether or makes it easier on the eye something to look into (see images below from ign.com).
Magnification Factor;
Is the screen size of the object realtive to its physical size. As the object grows larger on screen, we choose higher levels of detail.
Hysteresis Thresholding;
Uses an upper and lower point and decides which to level to apply based on previous output value. Allowing for a stable flow and deciding what LoD to show.


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