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Level of detail

As explained in Geometry for Programmers

A level of detail is a geometric model at a selected complexity or resolution for rendering or computation.

A level of detail (LOD) is a geometric model with selected complexity. A detailed sculpture can produce several triangle meshes, each more intricate than the previous one, so rendering and processing can use an appropriate representation. section 12.5

LODs address a practical representation trade-off:

  • Voxel-based sculpting can support fast operations and precise surface data, but it requires substantial memory and renders relatively slowly. section 12.5
  • Triangle meshes derived from the sculpture provide multiple complexity levels that can be selected for rendering or computation. section 12.5

A sculpted model

A sculpting workflow may retain a detailed hybrid voxel representation, then generate several triangle meshes from it. A simpler mesh can support a less demanding use, while a more intricate mesh preserves additional geometry. section 12.5

How Geometry for Programmers covers it

How deep it goes
Defines LODs and their rationale, but stops short of explaining selection algorithms or mesh-generation mechanics.
Examples
Uses a 3D sculpture converted into progressively more intricate triangle mesh models.
What you can do after
Apply it by deriving several triangle meshes from a detailed sculpture and matching complexity to computational needs.
How it connects
Connects levels of detail with voxels, triangle meshes, surface data, rendering, and 3D sculpting.

Related concepts

This explainer was generated by Manning's knowledge graph from the text of Geometry for Programmers. The section links point to the parts of the book it draws on.