Level of detail (computer graphics)

In computer graphics, level of detail (LOD) refers to the complexity of a 3D model representation.[1][2][3] LOD can be decreased as the model moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. LOD techniques increase the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast.

Although most of the time LOD is applied to geometry detail only, the basic concept can be generalized. Recently, LOD techniques also included shader management to keep control of pixel complexity. A form of level of detail management has been applied to texture maps for years, under the name of mipmapping, also providing higher rendering quality.

It is commonplace to say that "an object has been LOD-ed" when the object is simplified by the underlying LOD-ing algorithm as well as a 3D modeler manually creating LOD models.[citation needed]

  1. ^ "Multiple levels of detail" (PDF). clemson.edu. Retrieved 2 July 2023.
  2. ^ "Levels of Detail LOD" (PDF). computer-graphics.se. Retrieved 2 July 2023.
  3. ^ "GPU based dynamic geometry LOD – RasterGrid".