Author Topic: Level Of Detaill  (Read 606 times)

orogor

  • Hydlaa Resident
  • *
  • Posts: 99
    • View Profile
Level Of Detaill
« on: September 22, 2003, 09:34:27 am »
I ve noticed , than LoD was already implemeted in CS , so why not using it , perhaps than using LOD , Clip plane , fog would be good.

http://www.melax.com/polychop/

here s a link for a free polygon reduction plugin for 3DSmax who could used for creating different LOD.

There s some sources on the page , but i didn t read em.
I did finaly found a work :))

orogor

  • Hydlaa Resident
  • *
  • Posts: 99
    • View Profile
(No subject)
« Reply #1 on: September 22, 2003, 09:39:01 am »
PLease notice , than i m ok for writing some script in order to make more easy the introduction  of LOD into the world files , but only if dev thinks than LOD could  have a visible effect on perormances.
I did finaly found a work :))

boonet

  • Hydlaa Resident
  • *
  • Posts: 167
    • View Profile
(No subject)
« Reply #2 on: September 22, 2003, 02:00:07 pm »
LOD has been introduced for thing in CS a very short time ago, but it\'s in our plans to use it.
As for the creation of diffferent object LODs, we prefer creating them by hand, since it gives us a much higher degree of control on how the shape is changed when reducing polycount. This talking about static things.
For sprites (that in CS language are IE characters and monsters), we have a new character animation library that implements progressive meshes and thus takes care of the polyreduction of moving objects automatically.

Clipping planes hidden by fog were not a viable solution with the old CS renderer (in fact they would have resulted in worse performance); with the new renderer that is under development and that should be part of CB, we should be able to make some use of them.

orogor

  • Hydlaa Resident
  • *
  • Posts: 99
    • View Profile
(No subject)
« Reply #3 on: September 22, 2003, 06:17:45 pm »
i think all is answered , thanx
I did finaly found a work :))

SnowWolf

  • Hydlaa Citizen
  • *
  • Posts: 213
    • View Profile
(No subject)
« Reply #4 on: April 09, 2004, 12:48:27 am »
I was looking out my window and had an idea for LoD / distance clipping.

Say you have a line and on this line there are points A, B, C, and D. You are at point A and a ways away is point B. At point B and everywhere inbetween point B and C, instead of clipping everything out, one assigns everything a particular shade of blue. Point C is farther away and has everything assigned to a lighter shade of blue. This process continues through point D and for any points after it.

You could eliminate the points by assigning the shade of blue to a function of distance.

One would probably have to play with the number of points to get it to work.

IRL this interference is caused by nitrogen in the air. I\'m not sure if this would work well (haven\'t tried it yet) for reducing the load on the graphics card / processor - to make it look decent it might even make the calculations worse....

This has probably been thought up before, so sorry in advance!


From the Ranks of the Arcane Order

SnowWolf