[Tickets] [Orxonox] #345: LoD for important models

Orxonox trac at orxonox.net
Sat Mar 6 10:52:30 CET 2010


#345: LoD for important models
-------------------------+--------------------------------------------------
 Reporter:  scheusso     |       Owner:  nobody
     Type:  task         |      Status:  new   
 Priority:  high         |   Milestone:        
Component:  GameContent  |     Version:  0.0.5 
 Severity:  normal       |    Keywords:  PPS   
-------------------------+--------------------------------------------------
 = LoD creation for important models =
 == Motivation ==
 The reason to do this task is to improve our performance. At the moment
 there is a huge framedrop when a lot of models are loaded into a level
 because they're all displayed/rendered at full detail. There is a lot of
 potential performance gain by using the LoD technique and render only low
 detail versions of objects that are not to close to the camera.
 == Task outline ==
 Your task is to create lower LoD (Level of Detail) versions for important
 models such as assff, HXY-Ship, Spacestations and maybe also Weapons
 mounted on these Ships.
 == LoD ==
 Level of Detail is a technique which saves information to create lower
 detailed versions of a model.[[BR]]

 [[Image(http://www.cs.ucl.ac.uk/research/equator/papers/Documents2002
 /Jean-
 Daniel_Nahmias/Massive%20Model%20Rendering%20htm_files/image020.jpg)]].[[BR]]

 See also [http://en.wikipedia.org/wiki/Level_of_detail this]
 == Techniques ==
 There are several ways to make this:
  * use OgreMeshUpgrade: this way you can (interactively) define:
   * number of leves of detail
   * number of faces removed per level
   * distance at which each lod becomes active
  the script saves the information directly into the mesh and there are no
 additional steps required to get LoD to work
  * create lower detailed versions of model yourself
   * export them to mesh
   * convert high lod model from mesh to xml using OgreXMLConverter
   * manually insert lower detailed models into xml of high detail version
 see also this [http://forum.orxonox.net/viewtopic.php?f=24&t=444 thread]
 for more information
 == Things to figure out ==
 The following things have to be figured out (probably by trying different
 variants)
  * how many LoD's does a sepcific model require?
  * what should be the reduction rate of faces per level?
  * at which distance should the levels become active ?

-- 
Ticket URL: <www.orxonox.net/ticket/345>
Orxonox <http://www.orxonox.net>
Orxonox Open Source game



More information about the Tickets mailing list