Level of detail
2015-12-29 23:07
525 查看
Level of detail
This is a
smart resource.
Use a QR reader
or the
Aurasma
app to access additional content.
Level of detail is a method of reducing the number of
polygons or triangles of 3D geometry based on its distance from the player or camera. This technique increases the efficiency of rendering by reducing the workload on the graphics card or GPU.
This is usually achieved through the use of level of detail
groups. The way these work is that for each asset or piece of scenery in a game, a number of models are actually created. Each of these models has a different polygon count ranging from the most detailed version which may be tens of thousands of triangles
down to a version featuring very little detail and a vastly reduced polygon count. This is demonstrated in this example featuring a bunny that we’ll call Nigel;
As you can see each model represents exactly the same
bunny. All of these are clearly Nigel. These four models would represent the different levels of detail in a LOD group. The clever thing about the way LOD works is that the closer the object is to the camera, the higher the level of detail that is shown to
player. So if in a game we’re standing right next to Nigel, we’ll be shown the version with 69,451 polygons but if Nigel's right at the other side of the level we’ll only the the 76 poly version. The next example demonstrates the way that this works;
As you can see, when we’re close to Nigel we need to see
the highest quality version in order to see all of the detail but as he moves further away the polygon count can be reduced without us really being able to tell. This avoids wasting processing power rendering detail that we can’t see because the object is
too far away and it ensures that the game can maintain an acceptable frame rate.
Have a look at the video below to see a LOD algorithm
in action working on reducing the polygon count of the terrain which makes up a planet as the camera gradually moves away from it.
This is a
smart resource.
Use a QR reader
or the
Aurasma
app to access additional content.
https://goo.gl/ofoTXC |
polygons or triangles of 3D geometry based on its distance from the player or camera. This technique increases the efficiency of rendering by reducing the workload on the graphics card or GPU.
This is usually achieved through the use of level of detail
groups. The way these work is that for each asset or piece of scenery in a game, a number of models are actually created. Each of these models has a different polygon count ranging from the most detailed version which may be tens of thousands of triangles
down to a version featuring very little detail and a vastly reduced polygon count. This is demonstrated in this example featuring a bunny that we’ll call Nigel;
As you can see each model represents exactly the same
bunny. All of these are clearly Nigel. These four models would represent the different levels of detail in a LOD group. The clever thing about the way LOD works is that the closer the object is to the camera, the higher the level of detail that is shown to
player. So if in a game we’re standing right next to Nigel, we’ll be shown the version with 69,451 polygons but if Nigel's right at the other side of the level we’ll only the the 76 poly version. The next example demonstrates the way that this works;
As you can see, when we’re close to Nigel we need to see
the highest quality version in order to see all of the detail but as he moves further away the polygon count can be reduced without us really being able to tell. This avoids wasting processing power rendering detail that we can’t see because the object is
too far away and it ensures that the game can maintain an acceptable frame rate.
Have a look at the video below to see a LOD algorithm
in action working on reducing the polygon count of the terrain which makes up a planet as the camera gradually moves away from it.
http://goo.gl/Up2UZq |
相关文章推荐
- 3D设计 Adobe Acrobat 3D 8.1.0 英文版 下载
- jquery带翻页动画的电子杂志代码分享
- jquery 3D 标签云示例代码
- jQuery+CSS3实现3D立方体旋转效果
- jquery实现叠层3D文字特效代码分享
- Android编程实现3D滑动旋转效果的方法
- 一个很有趣3D球状标签云兼容IE8
- javascript实现3D变换的立体圆圈实例
- JS实现3D图片旋转展示效果代码
- js实现3D图片逐张轮播幻灯片特效代码分享
- Ubuntu 3D 桌面
- CSS3中3D综合应用及分析
- Unity3D上路_01-2D太空射击游戏
- Unity3D上路_02-第一视角射击游戏
- Unity3D上路_03-塔防游戏
- Unity3D上路_04-基础资源介绍
- Unity3D上路_05-网络相关
- 3D游戏从头编之D3D(1)
- ujjval panchal blog
- 大话3D