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# 模型LOD不完全指南 | ||
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关于 **LOD (Level of Detail )**,相信很多小伙伴都知道它的作用,我们通常会去制作多个细节层次梯度的资产,用于在不同重要性的场合展示,从而尽可能的减少资源的浪费,提升整个系统的上限。 | ||
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在模型层面, LOD 通常是指模型的多个精度级别,在显示时,近距离使用高精度模型,远距离使用低精度模型。 | ||
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在一个用于实时渲染领域且具有一定规模的三维场景中,为了保证程序的帧率,LOD的制作是开发团队无法绕开的难题。 | ||
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高额的时间和人力成本让很多独立开发者和小型团队搭建复杂场景时困境重重. | ||
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直到UE的虚拟几何体技术出现 —— **Nanite** | ||
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它会分析模型几何的重要性信息,自动生成高质量的LOD,不仅占用了更少的存储空间,还可以以非常高的性能绘制,它无疑是几何渲染的未来。 | ||
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但目前而言,它还存在一些瑕疵。 | ||
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[多边形数量在游戏资产的 3D 建模中重要吗?– 3D-Ace 工作室](https://3d-ace.com/blog/polygon-count-in-3d-modeling-for-game-assets/) | ||
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[当涉及到 LOD 过渡时要考虑什么? - Simplygon 博客](https://www.simplygon.com/posts/51aba9d5-bafd-459d-94b8-718273fdf092) | ||
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[Polycounts in next gen games thread! — polycount](https://polycount.com/discussion/141061/polycounts-in-next-gen-games-thread) | ||
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[Triangle counts for assets from various videogames — polycount](https://polycount.com/discussion/126662/triangle-counts-for-assets-from-various-videogames) | ||
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## Why? | ||
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## Who? | ||
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## How? | ||
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### Look Dev | ||
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### 距离 VS 屏幕尺寸 | ||
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### Pipeline | ||
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### Transition | ||
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## HLOD | ||
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