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lods

LOD, or Level of Detail, is a set of techniques in real-time 3D computer graphics that reduces rendering workload by varying the geometric complexity of objects based on their distance from the camera or their screen-space size. The aim is to preserve visual quality where it matters while lowering polygon counts where it is less noticeable.

A typical LOD setup uses multiple representations of a model, ranging from high to low polygon counts.

Switching between LODs is usually governed by distance thresholds or screen-space error metrics. To minimize visual

Applications of LOD are widespread in video games, simulations, virtual reality, and scientific visualization, where rendering

History and notes: the concept originated in the late 20th century as a practical approach to real-time

These
representations
can
be
created
manually
or
generated
automatically
through
mesh
simplification
(decimation)
algorithms.
A
more
general
framework
is
progressive
meshes,
which
allow
a
continuous
sequence
of
detail
levels
and
can
support
streaming
of
geometry
as
needed.
disruption,
techniques
such
as
blending
between
LODs
or
morphing
vertices
(morph
targets)
can
be
employed.
For
very
distant
objects,
impostors
or
billboards
may
substitute
complex
geometry.
LOD
work
is
often
complemented
by
texture-based
strategies,
including
mipmapping
and
other
texture
LOD
methods,
and
by
other
performance
techniques
like
frustum
culling
and
level
streaming.
efficiency
is
critical.
Modern
engines
typically
combine
LOD
with
other
optimizations
and
may
leverage
hardware
features
to
manage
geometric
detail,
shading,
and
texture
resolution
in
a
coordinated
way.
rendering.
A
foundational
development
was
Hugues
Hoppe’s
Progressive
Meshes
work
in
the
mid-1990s,
which
formalized
scalable,
continuous
LOD
and
influenced
subsequent
graphics
pipelines.