1.9 KiB
HLOD
This component is used to generate HLOD data-structure for static objects.
Common
Typical setting related to HLOD.
Chunk Size: For our hierarchy with HLOD component, we define a number of detail levels where each level represents one way to group the meshes into a number of merged meshes. On the top level, all meshes are merged together. On the next level, we partition the meshes into 4 merged mesh (we do not partition along height axis, but only across the horizontal plane). In this way, the HLOD system builds a quadtree data structure.
The "Chunk Size" setting sets the size of the "terminal node" of the HLOD quadtree. Nodes are split into quadtrees until they are smaller than this value at full size.
High/Low/Cull: This setting defines a function that categorize a mesh into 3 categories: High, Low, and Cull. Looking at the above setting as an example, if a mesh has AABB projected onto the screen occupying less than 1% of the screen, it is categorized as "Cull". If a mesh has AABB projected onto the screen occupying more than 80% of the screen, it is categorized as "High".
When rendering HLOD mesh hierarchy, we traverse the HLOD quadtree. If the root HLOD mesh is "Low", we render just the combined HLOD mesh. If the root HLOD mesh is "Cull", we render nothing. If the root HLOD mesh is "High", we look at the children of the HLOD root node and decide how to render each children recursively in the same fashion.
Min Object Size: Specifies the minimal size for a mesh to be included in the HLOD data-structure. If the size of a mesh is greater than the set value, it is included in the HLOD system. If a mesh is too small, it is excluded from the HLOD mesh.
Simplifier
See section Simplifier.
Batcher
See section Batcher.
Streaming
See section Streaming.