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Questioning LOD

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May involve dynamic texture generation or reading from a large disk store. Requires us to switch the textures on mesh triangles dynamically (this is not free!) – PowerPoint PPT presentation

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Title: Questioning LOD


1
Questioning LOD
  • Jonathan Blow
  • Bolt Action Software
  • jon_at_number-none.com

2
What is LOD?
  • Complex models contain too many triangles to
    render quickly.
  • Most of the triangles will not add much to the
    appearance of a scene.
  • We can construct approximations to those models
    and render them instead.
  • LOD stands for Level of Detail.

3
Types of LOD management
  • Discrete LOD
  • Rigid progressive meshes
  • Malleable progressive meshes
  • View-dependent mesh manipulation

4
Examples of LOD
5
Examples of LOD
6
Questioning the basic assumptions
  • Complex models contain too many triangles to
    render quickly.
  • Most of the triangles will not add to the
    appearance of the scene.
  • We can construct approximations to those models
    and render them instead.
  • Geometry management is an isolated problem.

7
Complex models contain too many triangles to
render quickly?
  • Graphics card makers (e.g. nvidia) are giving us
    hardware with huge throughput potential (tens of
    millions of polygons / sec)
  • You can only come near the marketing numbers if
    your data is rigid.
  • Most types of LOD methods cripple the rendering
    system.

8
Questioning the basic assumptions
  • Complex models contain too many triangles to
    render quickly.
  • Most of the triangles will not add to the
    appearance of the scene.
  • We can construct approximations to those models
    and render them instead.
  • Geometry management is an isolated problem.

9
Most triangles will not add to the scene?
  • ...but you spend CPU figuring out which ones.
  • The set of desired triangles can change
    frequently
  • requiring a lot of data structure updates
  • disrupting rigidity that the graphics card
    likes.

10
Questioning the basic assumptions
  • Complex models contain too many triangles to
    render quickly.
  • Most of the triangles will not add to the
    appearance of the scene.
  • We can construct approximations to those models
    and render them instead.
  • Geometry management is an isolated problem.

11
We can construct approximations?
  • Approximation algorithms are based on heuristics
    that often go awry.
  • The approximations require more storage than the
    original model.
  • This kind of code is complex and hard to write.
  • It is hard to know when the code is correct.

12
Questioning the basic assumptions
  • Complex models contain too many triangles to
    render quickly.
  • Most of the triangles will not add to the
    appearance of the scene.
  • We can construct approximations to those models
    and render them instead.
  • Geometry management is an isolated problem.

13
Geometry management is not isolated from the rest
of your system.
  • We must texture and light that geometry.
  • We must push it through the rendering manager
    (vertex buffer manager, shader organizer)
  • It must cooperate with unpredictable portions of
    your game engine.

14
Examples Terrain Lighting
  • Vertex removals hate vertex-based lighting
    popping happens.
  • Lightmaps solve this, but cost an extra texture
    pass.
  • Oh wait! We want to bump-map now.
  • Bump frames are pinned down by vertices...
  • Were screwed unless we have really advanced
    dependent texture reads.

15
Examples Terrain Texturing
  • Triangles cant cross texture boundaries.
  • Unless we have an intricate texture LOD system,
    our geometric LOD is stifled.
  • May involve dynamic texture generation or reading
    from a large disk store.
  • Requires us to switch the textures on mesh
    triangles dynamically (this is not free!)

16
Examples Character Animation
  • Skeletal animation is about weighted vertices
    attached to bones.
  • If you create new vertices you need to synthesize
    new weights.
  • If you dont create new vertices you will have
    weird stretching problems. (e.g. shoulder)
  • It is difficult to know what the body will do in
    advance.

17
Massive scalabilityis a myth.
  • Case study Shinys Messiah
  • Game design imposes scaling limitations.
  • Many developers consider 4-6x triangle count to
    be the maximum effective scalability
  • 6x polygon count does not mean 6x better looking

18
But researchers say LOD is good!
  • Many researchers have low expectations that are
    easily satisfied.
  • Most printed research is targeted at old
    hardware.
  • Most researchers dont have a clear idea of what
    is important to games.
  • Most research is not used in production systems
    that have to work solidly.

19
Recommendations
  • Terrain, far viewing distance Use
    Lindstrom-Koller or Isosurfaces.
  • Terrain, short distance Use static-mesh TINs.
  • Static Models Use VIPM.
  • Animated characters Use no LOD if you can
    possibly get away with it.

20
Questioning LOD
Jonathan Blow Bolt Action Software jon_at_number-none
.com
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